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().PlayOneShot(footStepSound, 0.7f); nextFootstep += footStepDelay; } } } }