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using UnityEngine;
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[RequireComponent(typeof(CharacterController))]
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public class SimplePlayerController : MonoBehaviour
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{
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[Header("Movement")]
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public float moveSpeed = 4.5f;
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public float jumpForce = 1.2f;
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public float gravity = -18f;
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[Header("Look")]
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public Camera playerCamera;
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public float mouseSensitivity = 2.2f;
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public float minPitch = -75f;
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public float maxPitch = 75f;
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private CharacterController characterController;
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private Vector3 verticalVelocity;
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private float pitch;
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private bool inputEnabled = true;
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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if (playerCamera == null)
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playerCamera = GetComponentInChildren<Camera>();
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}
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private void Start()
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{
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SetInputEnabled(true);
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}
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private void Update()
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{
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if (!inputEnabled)
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return;
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Look();
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Move();
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}
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public void SetInputEnabled(bool enabled)
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{
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inputEnabled = enabled;
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if (!enabled)
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verticalVelocity = Vector3.zero;
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Cursor.visible = !enabled;
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Cursor.lockState = enabled ? CursorLockMode.Locked : CursorLockMode.None;
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}
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private void Look()
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{
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float yaw = Input.GetAxis("Mouse X") * mouseSensitivity;
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float pitchDelta = Input.GetAxis("Mouse Y") * mouseSensitivity;
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transform.Rotate(Vector3.up * yaw);
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pitch = Mathf.Clamp(pitch - pitchDelta, minPitch, maxPitch);
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if (playerCamera != null)
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playerCamera.transform.localEulerAngles = new Vector3(pitch, 0f, 0f);
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}
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private void Move()
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{
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bool grounded = characterController.isGrounded;
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if (grounded && verticalVelocity.y < 0f)
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verticalVelocity.y = -2f;
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float horizontal = Input.GetAxis("Horizontal");
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float vertical = Input.GetAxis("Vertical");
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Vector3 move = transform.right * horizontal + transform.forward * vertical;
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if (move.sqrMagnitude > 1f)
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move.Normalize();
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characterController.Move(move * (moveSpeed * Time.deltaTime));
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if (grounded && Input.GetKeyDown(KeyCode.Space))
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verticalVelocity.y = Mathf.Sqrt(jumpForce * -2f * gravity);
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verticalVelocity.y += gravity * Time.deltaTime;
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characterController.Move(verticalVelocity * Time.deltaTime);
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}
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}
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