using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
private PlayerInput inputActions;
private PlayerInput.OnFootActions onFoot;
private CharacterController controller;
private Camera cam;
Vector2 moveDirection;
float Speed;
float walkingSpeed = 10f;
float runningSpeed = 15f;
float crouchingSpeed = 5f;
//1 is crouching, 2 is walking, 3 is sprinting
[Range(1, 3)] int speedManager;
bool isSprinting;
bool isWalking;
bool isCrouching;
float jumpHeight = 3f;
float gravity = -9.8f;
bool isGrounded;
private void OnEnable()
{
onFoot.Enable();
}
private void OnDisable()
{
onFoot.Disable();
}
// Start is called before the first frame update
void Start()
{
onFoot.Enable();
inputActions = new PlayerInput();
onFoot = inputActions.OnFoot;
controller = GetComponent<CharacterController>();
cam = GetComponentInChildren<Camera>();
}
// Update is called once per frame
void Update()
{
isGrounded = controller;
isSprinting = inputActions.OnFoot.Sprint.ReadValue<float>() > 0.1f;
isCrouching = inputActions.OnFoot.Crouch.ReadValue<float>() > 0.1f;
if (!isCrouching && !isSprinting)
isWalking = true;
else
isWalking = false;
ManageInput();
ControlSpeed();
}
private void FixedUpdate()
{
Move();
}
void ManageInput()
{
}
void ControlSpeed()
{
if (isSprinting)
speedManager = 3;
else if (isCrouching)
speedManager = 1;
else if (!isSprinting && !isCrouching && isWalking)
speedManager = 2;
}
void Move()
{
}
}