public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 15f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
public bool isMoving = false;
public float sprint = 1.3f;
void Start()
{
}
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
isMoving = true;
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
if (Input.GetKey(KeyCode.LeftShift) & isMoving & isGrounded)
{
controller.Move(move * speed * Time.deltaTime * sprint);
}
}
}
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 15f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public float fov = 40;
int k = 1;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
public bool isMoving = false;
public float sprint = 1.3f;
void Start()
{
}
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
isMoving = true;
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
if (Input.GetKey(KeyCode.LeftShift) & isMoving & isGrounded)
{
controller.Move(move * speed * Time.deltaTime * sprint);
Camera.main.fieldOfView = fov + Time.deltaTime * sprint * k;
}
}
}