private void PlayerRotating()
{
transform.rotation = Quaternion.Euler(0,_yaw , 0);
_camHolder.localRotation = Quaternion.Euler(_pitch, 0, 0); //_camHolder камера
}
private void InputRead()
{
_yaw += Input.GetAxis("Mouse X")*_speedRotate*Time.deltaTime;
_pitch -= Input.GetAxis("Mouse Y")*_speedRotate * Time.deltaTime;
}
void Update()
{
_moveDir = tranform.forward * Input.GetAxis("Horizontal")+tranform.right * Input.GetAxis("Vertical");
}
void FixedUpdate()
{
rb.AddForce(_moveDir*_moveSpeed, ForceMode.VelocityChange);
}
import IGridClikerAction as _grid
?void Update()
{
_moveDir = _rb.transform.forward * Input.GetAxis("Vertical") + _rb.transform.right * Input.GetAxis("Horizontal");
}
private void MovementLogic()
{
_rb.AddForce(_moveDir*_moveSpeed, ForceMode.VelocityChange);
}
using UnityEngine;
public class movePlayer : MonoBehaviour
{
private CharacterController _controller;
private Vector3 _playerVelocity;
private Vector3 _moveDir;
private bool _groundedPlayer;
[SerializeField] private float _playerSpeed = 2.0f;
[SerializeField] private float _jumpHeight = 1.0f;
[SerializeField] private float _gravityValue = -9.81f;
private void Start()
{
_controller = gameObject.AddComponent<CharacterController>();
}
void Update()
{
_moveDir = _controller.transform.forward * Input.GetAxis("Vertical") + _controller.transform.right * Input.GetAxis("Horizontal");
}
void FixedUpdate()
{
movementLogic();
}
void movementLogic()
{
_groundedPlayer = _controller.isGrounded;
if (_groundedPlayer && _playerVelocity.y < 0){
_playerVelocity.y = 0f;
}
_controller.Move(_moveDir * _playerSpeed);
if (Input.GetButtonDown("Jump") && _groundedPlayer)
{
_playerVelocity.y += Mathf.Sqrt(_jumpHeight * -3.0f * _gravityValue);
}
_playerVelocity.y += _gravityValue * Time.deltaTime;
_controller.Move(_playerVelocity * Time.deltaTime);
}
}
if (Input.GetButtonDown("Jump") && _groundedPlayer)
{
_playerVelocity.y += Mathf.Sqrt(_jumpHeight * -3.0f * _gravityValue);
}
_controller.Move(_moveDir * _playerSpeed);
_controller.Move(_moveDir * _playerSpeed);
****
_controller.Move(_playerVelocity * Time.deltaTime);
movePlayer : MonoBehaviour
void movementLogic()
using UnityEngine;
public class MovePlayer : MonoBehaviour
{
private CharacterController _controller;
private Vector3 _playerVelocity;
private Vector3 _moveDir;
private bool _groundedPlayer;
[SerializeField] private float _playerSpeed = 0.1f;
[SerializeField] private float _jumpHeight = 1.0f;
[SerializeField] private float _gravityValue = -9.81f;
private void Start()
{
_controller = gameObject.AddComponent<CharacterController>();
}
void Update()
{
_moveDir = _controller.transform.forward * Input.GetAxis("Vertical") + _controller.transform.right * Input.GetAxis("Horizontal");
_groundedPlayer = _controller.isGrounded;
if (Input.GetButtonDown("Jump") && _groundedPlayer)
{
_playerVelocity.y += Mathf.Sqrt(_jumpHeight * -3.0f * _gravityValue);
}
Gravity();
MovementLogic();
}
void MovementLogic()
{
_controller.Move(_moveDir * _playerSpeed * Time.deltaTime);
}
void Gravity()
{
if (_groundedPlayer && _playerVelocity.y < 0){
_playerVelocity.y = 0f;
}
_playerVelocity.y += _gravityValue * Time.deltaTime;
_controller.Move(_playerVelocity * Time.deltaTime);
}
}
void MovementLogic()
{
_controller.Move(_moveDir * _playerSpeed * Time.deltaTime +_playerVelocity * Time.deltaTime );
}
void Gravity()
{
if (_groundedPlayer && _playerVelocity.y < 0){
_playerVelocity.y = 0f;
}
_playerVelocity.y += _gravityValue * Time.deltaTime;
}
void MovementLogic()
{
_controller.Move(_moveDir * _playerSpeed * Time.deltaTime +Vector3.up*_playerVelocity * Time.deltaTime );
}