using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private CharacterController controller;
public float speed = 12f;
public float gravity = -9.81f * 2;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask GroundMask;
Vector3 velocity;
bool isGrounded;
bool isMoving;
private Vector3 lastPosition = new Vector3(0f, 0f, 0f);
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
// Ground check
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, GroundMask);
// Resetting the deafult velocity
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
// Getting the inputs
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
// Creating the moving Vector
Vector3 move = transform.right * x + transform.forward * z; //(right - red axis, forward - blue axis
// Actually moving the player
controller.Move(move * speed * Time.deltaTime);
// Check if the player can jump
if (Input.GetButtonDown("Jump") && isGrounded)
{
// Going up
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
// Falling down
velocity.y += gravity * Time.deltaTime;
// Executing the jump
controller.Move(velocity * Time.deltaTime);
if (lastPosition != gameObject.transform.position && isGrounded == true)
{
isMoving = true;
// for later use
}
else
{
isMoving = false;
// for later use
}
lastPosition = gameObject.transform.position;
}
}