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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace CharacterScript
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{
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[RequireComponent(typeof(CharacterController))]
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public class FPSController : MonoBehaviour
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{
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public float walkingSpeed = 7.5f;
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public float runningSpeed = 11.5f;
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public float jumpSpeed = 8.0f;
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public float gravity = 20.0f;
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public Camera playerCamera;
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public float lookSpeed = 2.0f;
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public float lookXLimit = 45.0f;
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CharacterController characterController;
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Vector3 moveDirection = Vector3.zero;
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float rotationX = 0;
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[HideInInspector]
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public bool canMove = true;
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void Start()
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{
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characterController = GetComponent<CharacterController>();
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// Lock cursor
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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void Update()
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{
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// We are grounded, so recalculate move direction based on axes
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Vector3 forward = transform.TransformDirection(Vector3.forward);
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Vector3 right = transform.TransformDirection(Vector3.right);
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// Press Left Shift to run
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bool isRunning = Input.GetKey(KeyCode.LeftShift);
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float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Vertical") : 0;
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float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Horizontal") : 0;
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float movementDirectionY = moveDirection.y;
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moveDirection = (forward * curSpeedX) + (right * curSpeedY);
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if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
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{
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moveDirection.y = jumpSpeed;
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}
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else
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{
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moveDirection.y = movementDirectionY;
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}
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// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
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// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
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// as an acceleration (ms^-2)
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if (!characterController.isGrounded)
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{
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moveDirection.y -= gravity * Time.deltaTime;
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}
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// Move the controller
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characterController.Move(moveDirection * Time.deltaTime);
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// Player and Camera rotation
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if (canMove)
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{
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rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
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rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
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playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
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transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
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}
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}
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}
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}
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