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using UnityEngine;
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public class PlayerMovement : MonoBehaviour
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{
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public float moveSpeed = 5f;
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public float rotationSpeed = 12f;
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private CharacterController characterController;
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private float speedMultiplier = 1f;
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private float buffTimer;
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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}
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private void Update()
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{
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Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
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if (input.sqrMagnitude > 1f)
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{
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input.Normalize();
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}
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Vector3 move = input * moveSpeed * speedMultiplier;
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move.y = Physics.gravity.y * 0.2f;
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if (characterController != null)
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{
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characterController.Move(move * Time.deltaTime);
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}
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else
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{
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transform.position += move * Time.deltaTime;
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}
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if (input.sqrMagnitude > 0.01f)
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{
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Quaternion targetRotation = Quaternion.LookRotation(input, Vector3.up);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
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}
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if (buffTimer > 0f)
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{
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buffTimer -= Time.deltaTime;
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if (buffTimer <= 0f)
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{
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speedMultiplier = 1f;
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}
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}
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}
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public void ApplySpeedBuff(float multiplier, float duration)
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{
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speedMultiplier = Mathf.Max(1f, multiplier);
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buffTimer = Mathf.Max(0f, duration);
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}
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}
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