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2024-02-19 21:00:36 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 8f;
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 AudioClip footStepSound;
public float footStepDelay;
private float nextFootstep = 0;
// Update is called once per frame
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 motion = transform.right * x + transform.forward * z;
controller.Move(motion * speed * Time.deltaTime);
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.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.W) && isGrounded)
{
nextFootstep -= Time.deltaTime;
if (nextFootstep <= 0)
{
GetComponent<AudioSource>().PlayOneShot(footStepSound, 0.7f);
nextFootstep += footStepDelay;
}
}
}
}