using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Movement : MonoBehaviour { public float speed = 5.0f; public float turnSpeed; public float sprintSpeed = 10.0f; public float jumpForce; public float gravity = 9.8f; public PickUpObject throwForce; private CharacterController controller; private Vector3 moveDirection = Vector3.zero; [Header("Keybinds")] public KeyCode forwardsKey = KeyCode.W; public KeyCode backwardsKey = KeyCode.S; public KeyCode leftKey = KeyCode.A; public KeyCode rightKey = KeyCode.D; public KeyCode sprintKey = KeyCode.LeftShift; public KeyCode jumpKey = KeyCode.Space; public bool hammer = false; void Start() { controller = GetComponent(); } void Update() { float forwards = Convert.ToSingle(Input.GetKey(forwardsKey)); float backwards = Convert.ToSingle(Input.GetKey(backwardsKey)); float left = Convert.ToSingle(Input.GetKey(leftKey)); float right = Convert.ToSingle(Input.GetKey(rightKey)); if (controller.isGrounded && !hammer) { moveDirection = new Vector3(right - left, 0, forwards - backwards); //* Change the direction the player is facing based on the direction they are moving if (right - left != 0 || forwards - backwards != 0) { Quaternion ToRotation = Quaternion.LookRotation(moveDirection); throwForce.throwForce = 8.5f; transform.rotation = Quaternion.RotateTowards(transform.rotation, ToRotation, turnSpeed * Time.deltaTime); } else { throwForce.throwForce = 4.0f; } moveDirection *= speed; jumpForce = 2.5f; if (Input.GetKeyDown(jumpKey)) { moveDirection.y = jumpForce; } //If player is moving diagonally, reduce speed if (forwards != 0 && right != 0 || forwards != 0 && left != 0 || backwards != 0 && right != 0 || backwards != 0 && left != 0) { moveDirection *= 0.7f; } else { moveDirection *= 1.0f; } } if(hammer) { moveDirection = Vector3.zero; } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }