commit428243f4a6Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:43:13 2026 +0300 Squashed commit of the following: commit68e78fa464Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:41:49 2026 +0300 Updated .gitignore commit9f87122a34Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:34:57 2026 +0300 Added Dohya commitf6a7547e84Author: AsanoRema <asanorema2036@gmail.com> Date: Fri Aug 21 17:59:13 2026 +0300 Fixed commitb98901c366Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:37:22 2026 +0300 Added new particle Package commitbb2f4a3b16Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:17:48 2026 +0300 Map mehanic ready to multiplayer commitc01ff800f6Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 16:16:19 2026 +0300 Squashed commit of the following: commit173bbb165cAuthor: henjkey <henjkey@gmail.com> Date: Fri Aug 14 18:51:23 2026 +0500 Mappp commitd559ab338aAuthor: henjkey <henjkey@gmail.com> Date: Thu Aug 13 18:42:41 2026 +0500 Map Controller Coordinates Target System Crosshair System Radar System
77 lines
2.2 KiB
C#
77 lines
2.2 KiB
C#
using System;
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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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[RequireComponent(typeof(CharacterController))]
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public class SimpleCharacterMotor : MonoBehaviour
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{
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public CursorLockMode cursorLockMode = CursorLockMode.Locked;
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public bool cursorVisible = false;
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[Header("Movement")]
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public float walkSpeed = 2;
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public float runSpeed = 4;
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public float gravity = 9.8f;
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[Space]
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[Header("Look")]
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public Transform cameraPivot;
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public float lookSpeed = 45;
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public bool invertY = true;
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[Space]
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[Header("Smoothing")]
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public float movementAcceleration = 1;
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CharacterController controller;
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Vector3 movement, finalMovement;
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float speed;
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Quaternion targetRotation, targetPivotRotation;
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void Awake()
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{
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controller = GetComponent<CharacterController>();
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Cursor.lockState = cursorLockMode;
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Cursor.visible = cursorVisible;
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targetRotation = targetPivotRotation = Quaternion.identity;
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}
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void Update()
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{
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UpdateTranslation();
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UpdateLookRotation();
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}
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void UpdateLookRotation()
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{
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var x = Input.GetAxis("Mouse Y");
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var y = Input.GetAxis("Mouse X");
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x *= invertY ? -1 : 1;
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targetRotation = transform.localRotation * Quaternion.AngleAxis(y * lookSpeed * Time.deltaTime, Vector3.up);
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targetPivotRotation = cameraPivot.localRotation * Quaternion.AngleAxis(x * lookSpeed * Time.deltaTime, Vector3.right);
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transform.localRotation = targetRotation;
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cameraPivot.localRotation = targetPivotRotation;
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}
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void UpdateTranslation()
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{
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if (controller.isGrounded)
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{
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var x = Input.GetAxis("Horizontal");
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var z = Input.GetAxis("Vertical");
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var run = Input.GetKey(KeyCode.LeftShift);
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var translation = new Vector3(x, 0, z);
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speed = run ? runSpeed : walkSpeed;
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movement = transform.TransformDirection(translation * speed);
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}
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else
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{
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movement.y -= gravity * Time.deltaTime;
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}
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finalMovement = Vector3.Lerp(finalMovement, movement, Time.deltaTime * movementAcceleration);
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controller.Move(finalMovement * Time.deltaTime);
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}
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}
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