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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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public class PlayerMovement : MonoBehaviour |
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{ |
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public CharacterController controller; |
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public float speed = 12f; |
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public float gravity = -9.81f * 2; |
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public float jumpHeight = 3f; |
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public Transform groundCheck; |
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public float groundDistance = 0.4f; |
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public LayerMask groundMask; |
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Vector3 velocity; |
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bool isGrounded; |
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private Vector3 lastPosition = new Vector3(0f,0f,0f); |
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public bool isMoving; |
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void Update() |
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{ |
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isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); |
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if (isGrounded && velocity.y < 0) |
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{ |
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velocity.y = -2f; |
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} |
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float x = Input.GetAxis("Horizontal"); |
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float z = Input.GetAxis("Vertical"); |
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Vector3 move = transform.right * x + transform.forward * z; |
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controller.Move(move * speed * Time.deltaTime); |
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if (Input.GetButtonDown("Jump") && isGrounded) |
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{ |
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity); |
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} |
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velocity.y += gravity * Time.deltaTime; |
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controller.Move(velocity * Time.deltaTime); |
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if (lastPosition != gameObject.transform.position && isGrounded) { |
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isMoving = true; |
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SoundManager.Instance.PlaySound(SoundManager.Instance.grassWalkSound); |
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} else { |
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isMoving = false; |
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SoundManager.Instance.grassWalkSound.Stop(); |
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} |
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lastPosition = gameObject.transform.position; |
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} |
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} |