Files
AsanoRema ffa1064063 Squashed commit of the following:
commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

77 lines
2.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class SimpleCharacterMotor : MonoBehaviour
{
public CursorLockMode cursorLockMode = CursorLockMode.Locked;
public bool cursorVisible = false;
[Header("Movement")]
public float walkSpeed = 2;
public float runSpeed = 4;
public float gravity = 9.8f;
[Space]
[Header("Look")]
public Transform cameraPivot;
public float lookSpeed = 45;
public bool invertY = true;
[Space]
[Header("Smoothing")]
public float movementAcceleration = 1;
CharacterController controller;
Vector3 movement, finalMovement;
float speed;
Quaternion targetRotation, targetPivotRotation;
void Awake()
{
controller = GetComponent<CharacterController>();
Cursor.lockState = cursorLockMode;
Cursor.visible = cursorVisible;
targetRotation = targetPivotRotation = Quaternion.identity;
}
void Update()
{
UpdateTranslation();
UpdateLookRotation();
}
void UpdateLookRotation()
{
var x = Input.GetAxis("Mouse Y");
var y = Input.GetAxis("Mouse X");
x *= invertY ? -1 : 1;
targetRotation = transform.localRotation * Quaternion.AngleAxis(y * lookSpeed * Time.deltaTime, Vector3.up);
targetPivotRotation = cameraPivot.localRotation * Quaternion.AngleAxis(x * lookSpeed * Time.deltaTime, Vector3.right);
transform.localRotation = targetRotation;
cameraPivot.localRotation = targetPivotRotation;
}
void UpdateTranslation()
{
if (controller.isGrounded)
{
var x = Input.GetAxis("Horizontal");
var z = Input.GetAxis("Vertical");
var run = Input.GetKey(KeyCode.LeftShift);
var translation = new Vector3(x, 0, z);
speed = run ? runSpeed : walkSpeed;
movement = transform.TransformDirection(translation * speed);
}
else
{
movement.y -= gravity * Time.deltaTime;
}
finalMovement = Vector3.Lerp(finalMovement, movement, Time.deltaTime * movementAcceleration);
controller.Move(finalMovement * Time.deltaTime);
}
}