first commit
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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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public PlayerStats playerStats;
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public CharacterController characterController;
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public Transform cameraTransform;
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[Header("Movement")]
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public float gravity = -25f;
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public float rotationSpeed = 12f;
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[Header("Camera")]
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public Vector3 cameraOffset = new Vector3(0f, 9f, -8f);
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public float cameraYaw = 45f;
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public float cameraSmooth = 12f;
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private float verticalVelocity;
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private void Awake()
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{
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if (characterController == null)
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{
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characterController = GetComponent<CharacterController>();
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}
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if (playerStats == null)
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{
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playerStats = GetComponent<PlayerStats>();
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}
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if (cameraTransform == null && Camera.main != null)
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{
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cameraTransform = Camera.main.transform;
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}
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}
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private void Update()
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{
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if (Input.GetMouseButton(1))
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{
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cameraYaw += Input.GetAxis("Mouse X") * 120f * Time.deltaTime;
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}
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Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
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input = Vector3.ClampMagnitude(input, 1f);
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Quaternion yawRotation = Quaternion.Euler(0f, cameraYaw, 0f);
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Vector3 moveDirection = yawRotation * input;
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if (characterController.isGrounded && verticalVelocity < 0f)
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{
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verticalVelocity = -1f;
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}
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verticalVelocity += gravity * Time.deltaTime;
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float speed = playerStats != null ? playerStats.MoveSpeed : 5f;
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Vector3 velocity = moveDirection * speed;
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velocity.y = verticalVelocity;
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characterController.Move(velocity * Time.deltaTime);
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if (moveDirection.sqrMagnitude > 0.001f)
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{
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Quaternion targetRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
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}
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}
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private void LateUpdate()
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{
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if (cameraTransform == null)
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{
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return;
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}
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Quaternion yawRotation = Quaternion.Euler(0f, cameraYaw, 0f);
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Vector3 desiredPosition = transform.position + yawRotation * cameraOffset;
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cameraTransform.position = Vector3.Lerp(cameraTransform.position, desiredPosition, cameraSmooth * Time.deltaTime);
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cameraTransform.LookAt(transform.position + Vector3.up * 1.3f);
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}
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}
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