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2026-06-04 18:31:31 +03:00
commit deb988bddf
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using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float moveSpeed = 5f;
public float rotationSpeed = 12f;
private CharacterController characterController;
private float speedMultiplier = 1f;
private float buffTimer;
private void Awake()
{
characterController = GetComponent<CharacterController>();
}
private void Update()
{
Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
if (input.sqrMagnitude > 1f)
{
input.Normalize();
}
Vector3 move = input * moveSpeed * speedMultiplier;
move.y = Physics.gravity.y * 0.2f;
if (characterController != null)
{
characterController.Move(move * Time.deltaTime);
}
else
{
transform.position += move * Time.deltaTime;
}
if (input.sqrMagnitude > 0.01f)
{
Quaternion targetRotation = Quaternion.LookRotation(input, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
if (buffTimer > 0f)
{
buffTimer -= Time.deltaTime;
if (buffTimer <= 0f)
{
speedMultiplier = 1f;
}
}
}
public void ApplySpeedBuff(float multiplier, float duration)
{
speedMultiplier = Mathf.Max(1f, multiplier);
buffTimer = Mathf.Max(0f, duration);
}
}