Update PlayerController.cs
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@ -18,6 +18,8 @@ public class PlayerController : MonoBehaviour
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bool canMove = true;
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bool canMove = true;
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Rigidbody rb;
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Rigidbody rb;
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float moveDirectionY;
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public Vector3 jump;
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public Vector3 jump;
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public float jumpForce = 2.0f;
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public float jumpForce = 2.0f;
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@ -38,26 +40,20 @@ public class PlayerController : MonoBehaviour
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playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
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playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
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transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
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transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
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Vector3 forward = transform.TransformDirection(Vector3.forward);
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Vector3 right = transform.TransformDirection(Vector3.right);
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bool isRunning = Input.GetKey(KeyCode.LeftShift);
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bool isRunning = Input.GetKey(KeyCode.LeftShift);
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float curSpeedX = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0;
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float curSpeedX = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0;
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float curSpeedY = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0;
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float curSpeedY = canMove ? (isRunning ? runningSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0;
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float moveDirectionY = moveDirection.y;
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moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
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if (Input.GetKeyDown(KeyCode.Space))
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if (Input.GetKeyDown(KeyCode.Space))
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{
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{
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Debug.Log("Jump");
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Debug.Log("Jump");
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moveDirection.y += jumpSpeed;
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rb.AddForce(transform.up * jumpSpeed * 500 * Time.deltaTime, ForceMode.Impulse);
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}
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else
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{
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moveDirection.y = moveDirectionY;
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}
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}
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moveDirection = (forward * curSpeedX) + (right * curSpeedY);
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rb.MovePosition(rb.position + moveDirection);
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characterController.Move(moveDirection * Time.deltaTime);
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//characterController.Move(moveDirection * Time.deltaTime);
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}
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}
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}
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}
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