using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(CharacterController))] public class FPSController : MonoBehaviour { public Camera playerCamera; public float walkSpeed = 6f; public float runSpeed = 12f; public float jumpPower = 7f; public float gravity = 10f; public float lookSpeed = 2f; public float lookXLimit = 45f; Vector3 moveDirection = Vector3.zero; float rotationX = 0; public bool canMove = true; CharacterController characterController; void Start() { characterController = GetComponent(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } void Update() { #region Handles Movment Vector3 forward = transform.TransformDirection(Vector3.forward); Vector3 right = transform.TransformDirection(Vector3.right); // Press Left Shift to run bool isRunning = Input.GetKey(KeyCode.LeftShift); float curSpeedX = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Vertical") : 0; float curSpeedY = canMove ? (isRunning ? runSpeed : walkSpeed) * Input.GetAxis("Horizontal") : 0; float movementDirectionY = moveDirection.y; moveDirection = (forward * curSpeedX) + (right * curSpeedY); #endregion #region Handles Jumping if (Input.GetButton("Jump") && canMove && characterController.isGrounded) { moveDirection.y = jumpPower; } else { moveDirection.y = movementDirectionY; } if (!characterController.isGrounded) { moveDirection.y -= gravity * Time.deltaTime; } #endregion #region Handles Rotation characterController.Move(moveDirection * Time.deltaTime); if (canMove) { rotationX += -Input.GetAxis("Mouse Y") * lookSpeed; rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit); playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0); transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0); } #endregion } }