using Mirror; using Player.States; using StateMachine; using UnityEngine; namespace Player { public class Movement : MonoBehaviour { public float walkSpeed = 400f; public float runSpeed = 1200f; public float jumpForce = 160f; public float groundCheckRadius = 0.14f; public Transform groundCheck; public LayerMask groundLayer; [HideInInspector] public Rigidbody playerRigidbody; [HideInInspector] public bool isGrounded; [HideInInspector] public Vector3 moveDirection; private float _originalHeight; void Start() { playerRigidbody = GetComponent(); } void Update() { isGrounded = Physics.CheckSphere(groundCheck.position, groundCheckRadius, groundLayer); moveDirection = (transform.right * Input.GetAxis("Horizontal") + transform.forward * Input.GetAxis("Vertical")).normalized; if (isGrounded && Input.GetButtonDown("Jump")) { playerRigidbody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); } Vector3 velocity = moveDirection * (walkSpeed * Time.deltaTime); if (Cursor.lockState == CursorLockMode.Locked) { playerRigidbody.velocity = new Vector3(velocity.x, playerRigidbody.velocity.y, velocity.z); } } void OnDrawGizmosSelected() { if (groundCheck != null) { Gizmos.color = Color.red; Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius); } } } }