first commit
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using UnityEngine;
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[RequireComponent(typeof(CharacterController))]
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public class PlayerMovement : MonoBehaviour
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{
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public float moveSpeed = 4.5f;
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public float mouseSensitivity = 2f;
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public float gravity = -18f;
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public CameraController cameraController;
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private CharacterController controller;
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private float verticalVelocity;
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private float pitch;
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private void Awake()
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{
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controller = GetComponent<CharacterController>();
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}
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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private void Update()
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{
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if (cameraController != null && cameraController.IsInFixedMode)
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{
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// During the attention shot the player should not move or rotate the camera.
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ApplyGravityOnly();
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return;
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}
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LookAround();
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Move();
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}
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private void LookAround()
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{
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float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
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float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
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transform.Rotate(Vector3.up * mouseX);
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pitch = Mathf.Clamp(pitch - mouseY, -65f, 70f);
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cameraController?.SetPitch(pitch);
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}
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private void Move()
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{
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float horizontal = Input.GetAxisRaw("Horizontal");
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float vertical = Input.GetAxisRaw("Vertical");
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// WASD is interpreted relative to the player's current view direction.
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Vector3 direction = (transform.right * horizontal + transform.forward * vertical).normalized;
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if (controller.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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Vector3 velocity = direction * moveSpeed;
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velocity.y = verticalVelocity;
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controller.Move(velocity * Time.deltaTime);
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}
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private void ApplyGravityOnly()
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{
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if (controller.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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controller.Move(Vector3.up * verticalVelocity * Time.deltaTime);
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}
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}
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