How to make CS:GO like First Person Shooter Controller

If anyone have played any source games, you would know that the movement of the characters are really smooth and comfortable to control. Including the bunny hopping and surfing part, I am stuck here trying to make the air strafing part work, feel free to take the script for your own use.

    using UnityEngine;
    using System.Collections;
    
    [RequireComponent(typeof(Rigidbody))]
    [RequireComponent(typeof(CapsuleCollider))]
    public class PlayerControlScript : MonoBehaviour
    {
    	//Character Settings
    	public float defaultWalkSpeed = 5f;
    	public float defaultRunSpeed = 10f;
    	public float defaultCrouchSpeed = 1.5f;
    	public float defaultSwimSpeed = 4f;
    	public float defaultAirSpeed = 0.85f;
    	public float defaultJumpForce = 2.1f;
        public float defaultPlayerMass = 20f;
    	public float playerFallSpeed = 0f;
    	public float currentMoveSpeed = 0f;
    	public float currentAirSpeed = 0f;
    	public float neckHorizontalLimit = 30f;
    	public float neckVerticalLimit = 35f;
    	public float backboneVerticalLimit = 45f;
    	public float maxVelocityChange = 10.0f;
    	public float maxAirVelocityChange = 5.0f;
    	public LayerMask CharacterLayerMask;
    	private Vector3 groundVelocity;
    	float neckHorizontalRotation = 0.0f;
    	float neckVerticalRotation = 0.0f;
    	float backboneVerticalRotation = 0.0f;
    	float cameraVerticalRotation = 0.0f;
    	float playerCameraHeight = 0f;
    	float playerContactSlope = 1f;
    
    	//Control and Mouse
    	float defaultMouseSensivitity = 1f;
    	Vector3 previousVelocity;
    	public float customMouseSensivitity = 2.5f;
    	public float cameraVerticalLimit = 80.0f;
    
    	//Components
    	Rigidbody playerRigidbody;
    	CapsuleCollider playerCapsuleCollider;
        Animator playerAnimator;
    	Game_MenuScreen MenuScript;
    	public GameObject playerCamera;
    	public GameObject CameraObjects;
    	public GameObject playerNeck;
    	public GameObject playerBackbone;
    	public GameObject playerBody;
    
    	//Booleans
    	public bool isPaused;
    	public bool isGrounded;
        public bool isWalking;
    	public bool isSwimming;
    	public bool isRunning;
    	public bool canRun;
    	public bool isCrouching;
    	public bool canCrouch;
    	public bool isInAir;
    	public bool canJump;
    	private bool jumpFlag;
    	private bool landedFlag;
    
    	void Start()
    	{
    		//Cursor.lockState = CursorLockMode.Locked;
    		MenuScript = GameObject.FindGameObjectWithTag("Game_Menu").GetComponent<Game_MenuScreen>();
    		if (playerRigidbody == null) {playerRigidbody = gameObject.GetComponent<Rigidbody>(); }
    		if (playerCamera == null) {playerCamera = gameObject.GetComponentInChildren<Camera>().gameObject; }
            if (playerCapsuleCollider == null) { playerCapsuleCollider = gameObject.GetComponent<CapsuleCollider>(); }
            if (playerAnimator == null) { playerAnimator = gameObject.GetComponent<Animator>(); }
            playerFallSpeed = Physics.gravity.y;
    	}
    
    	void Update()
    	{
    		isPaused = MenuScript.paused;
    		if (!isPaused)
    		{
    			float mouseHorizontal = Input.GetAxisRaw("Mouse X") * defaultMouseSensivitity;
    			float mouseVertical = Input.GetAxisRaw("Mouse Y") * defaultMouseSensivitity;
				
    			//Player Camera Movement
    			cameraVerticalRotation -= mouseVertical;
    			cameraVerticalRotation = Mathf.Clamp(cameraVerticalRotation, -cameraVerticalLimit +30, +cameraVerticalLimit);
    
    			if (!isPaused)
    			{
    				CameraObjects.transform.Rotate(0, mouseHorizontal, 0);
    				playerCamera.transform.localRotation = Quaternion.Euler(cameraVerticalRotation, -90, 0);
    				playerCamera.transform.localPosition = new Vector3(0, Mathf.Lerp(playerCamera.transform.localPosition.y, playerCameraHeight, 5f * Time.deltaTime), 0);
    			}
    			//END PLAYER CAMERA
				
    			//PLAYER JUMP CONTROL
    			if (isGrounded) {
    				canJump = true;
    				if(!isCrouching || !isSwimming) {
    					canRun = true;
    				}
    				else {
    					canRun = false;
    				}
    				if (Input.GetButtonDown("Jump"))
    				{
    					jumpFlag = true;
    				}
    			}
    			if (Input.GetButtonDown("Crouch"))
    			{
    				isRunning = false;
    				isCrouching = true;
    			}
    			if (Input.GetButtonUp("Crouch"))
    			{
    				if (!Physics.Raycast(new Ray(transform.position + new Vector3(0, 1f, 0), Vector3.up), 1f, CharacterLayerMask))
    				{
    					isCrouching = false;
    				}
    			}
    
    			playerAnimator.SetBool("isCrouching", isCrouching);
    			playerAnimator.SetBool("isGrounded", isGrounded);
    
    			//PLAYER OUT OF WORLD CHECKS
    			if (playerBody.transform.position.y < -25
    			  || playerBody.transform.position.z < -5000
    			  || playerBody.transform.position.z > 5000
    			  || playerBody.transform.position.x < -5000
    			  || playerBody.transform.position.x > 5000)
    			{
    				playerRigidbody.position = new Vector3(0, 10, 0);
    			}
    		}
    	}
    	
    	void FixedUpdate()
    	{
    		//PLAYER MOVEMENT
    		float verticalSpeed = Input.GetAxis("Vertical");
    		float horizontalSpeed = Input.GetAxis("Horizontal");
    		
    		if (verticalSpeed !=0 || horizontalSpeed !=0)
    		{
    			if (isGrounded)
    			{
    				if (!isRunning)
    				{
    					if (!isCrouching)
    					{
    						currentMoveSpeed += defaultWalkSpeed * Time.fixedDeltaTime;
    						currentMoveSpeed = Mathf.Clamp(currentMoveSpeed, 0f, defaultWalkSpeed);
    					}
    					else
    					{
    						currentMoveSpeed += defaultCrouchSpeed * Time.fixedDeltaTime;
    						currentMoveSpeed = Mathf.Clamp(currentMoveSpeed, 0f, defaultCrouchSpeed);
    					}
    				}
    				else
    				{
    					currentMoveSpeed += defaultRunSpeed * Time.fixedDeltaTime;
    					currentMoveSpeed = Mathf.Clamp(currentMoveSpeed, 0f, defaultRunSpeed);
    				}
    			}
    		}
    		else
    		{
    			currentMoveSpeed -= defaultWalkSpeed * Time.fixedDeltaTime;
    			currentMoveSpeed = Mathf.Clamp(currentMoveSpeed, 0f, Mathf.Infinity);
    		}
    		
    		Vector3 inputVector = new Vector3(-verticalSpeed, 0, horizontalSpeed).normalized;
    		inputVector *= playerContactSlope;
    
    		if (!isPaused)
    		{
    			if (isGrounded)
    			{
    				if (!landedFlag)
    				{
    					currentMoveSpeed *= 0.75f;
    					landedFlag = true;
    				}
    				Vector3 velocityChange = CalculateVelocityChange(inputVector);
    				
    				playerRigidbody.AddRelativeForce(velocityChange, ForceMode.VelocityChange);
    				if(verticalSpeed != 0) {
    					playerBody.transform.localRotation = new Quaternion(CameraObjects.transform.localRotation.x, Mathf.Lerp(playerBody.transform.localRotation.y, CameraObjects.transform.localRotation.y, 4f * Time.deltaTime), CameraObjects.transform.localRotation.z, CameraObjects.transform.localRotation.w);
    				}
    				if (canJump && jumpFlag)
    				{
    					jumpFlag = false;
    					landedFlag = false;
    					if(!isRunning && !isCrouching) { 
    						playerAnimator.SetTrigger("jumpFlag");
    					}
    					previousVelocity = playerRigidbody.velocity;
    					currentAirSpeed = currentMoveSpeed;
    					playerRigidbody.velocity = new Vector3(playerRigidbody.velocity.x, playerRigidbody.velocity.y + CalculateJumpVerticalSpeed(), playerRigidbody.velocity.z);
    				}
    
    				//Crouch on ground
    				float playerHitboxHeight = 2f;
    				if (isCrouching)
    				{
    					playerHitboxHeight = 1.5f;
    					playerCameraHeight = -0.5f;
    				}
    				else {
    					playerHitboxHeight = 2f;
    					playerCameraHeight = 0f;
    				}
    				float lastHeight = playerCapsuleCollider.height;
    				playerCapsuleCollider.height = Mathf.Lerp(playerCapsuleCollider.height, playerHitboxHeight, 10f * Time.deltaTime);
    				transform.position += new Vector3(0, (playerCapsuleCollider.height - lastHeight) / 2.1f, 0);
    			}
    			else
    			{
    				Vector3 velocityChange = CalculateAirVelocityChange(previousVelocity, inputVector);
    				playerRigidbody.AddRelativeForce(velocityChange, ForceMode.VelocityChange);
    
    				//Crouch in air
    				float playerHitboxHeight = 2f;
    				if (isCrouching)
    				{
    					playerHitboxHeight = 1.5f;
    					playerCameraHeight = -0.5f;
    				}
    				else {
    					playerHitboxHeight = 2f;
    					playerCameraHeight = 0f;
    				}
    				float lastHeight = playerCapsuleCollider.height;
    				playerCapsuleCollider.height = Mathf.Lerp(playerCapsuleCollider.height, playerHitboxHeight, 15f * Time.deltaTime);
    				transform.position += new Vector3(0, (playerCapsuleCollider.height - lastHeight) / 2.1f, 0);
    			}
    
    			isGrounded = false;
    		}
    		
    		if (!isPaused)
    		{
    			if (verticalSpeed != 0 || horizontalSpeed != 0)
    			{
    				if (!Input.GetButton("Crouch"))
    				{
    					if (!Physics.Raycast(new Ray(transform.position + new Vector3(0, 1f, 0), Vector3.up), 1f, CharacterLayerMask))
    					{
    						isCrouching = false;
    					}
    				}
    			}
    			if (canRun && Input.GetButton("Sprint"))
    			{
    				isRunning = true;
    			}
    			else
    			{
    				isRunning = false;
    			}
    
    			if (inputVector.magnitude > 0)
    			{
    				if (isRunning)
    				{
    					playerAnimator.SetFloat("Speed", 2);
    				}
    				else {
    					playerAnimator.SetFloat("Speed", 1);
    				}
    			}
    			else
    			{
    				playerAnimator.SetFloat("Speed", 0);
    			}
    		}
    		//END PLAYER MOVEMENT
    	}
    
    	void OnCollisionExit(Collision collision)
    	{
    		if (collision.transform == transform.parent)
    		{
    			//transform.parent = null;
    			//gameObject.transform.localScale = new Vector3(1, 1, 1);
    		}
    	}
    
    	void OnCollisionStay(Collision col)
    	{
    		TrackGrounded(col);
    	}
    
    	void OnCollisionEnter(Collision col)
    	{
    		TrackGrounded(col);
    	}
    
    	//CALCULATE VELOCITY CHANGE
    	private Vector3 CalculateVelocityChange(Vector3 inputVector)
    	{
    		// Calculate how fast we should be moving
    		Vector3 relativeVelocity = CameraObjects.transform.TransformDirection(inputVector);
    		relativeVelocity.x *= currentMoveSpeed;
    		relativeVelocity.z *= currentMoveSpeed;
    
    		// Calcualte the delta velocity
    		Vector3 currRelativeVelocity = playerRigidbody.velocity - groundVelocity;
    		Vector3 velocityChange = relativeVelocity - currRelativeVelocity;
    		velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
    		velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
    		velocityChange.y = 0;
    
    		return velocityChange;
    	}
    
    	//CALCULATE AIRVELOCITY CHANGE
    	private Vector3 CalculateAirVelocityChange(Vector3 previousVelocity, Vector3 inputVector)
    	{
    		// Calculate how fast we should be moving
    		Vector3 relativeVelocity = previousVelocity;
    		if (Input.GetAxis("Mouse X") > 0 || Input.GetAxis("Mouse X") < 0)
    		{
    			if (inputVector.z > 0 || inputVector.z < 0)
    			{
    				//strafing detected.
    				relativeVelocity = (currentAirSpeed * Mathf.Clamp(Mathf.Abs(Input.GetAxis("Mouse X")), 0f, 2f)) * CameraObjects.transform.TransformDirection(inputVector);
    				previousVelocity = -CameraObjects.transform.right * currentAirSpeed;
    				playerRigidbody.AddRelativeForce(previousVelocity, ForceMode.VelocityChange);
    			}
    		}
    
    		relativeVelocity.z *= defaultAirSpeed;
    		relativeVelocity.x *= defaultAirSpeed;
    
    		// Calcualte the delta velocity
    		Vector3 velocityChange = relativeVelocity - playerRigidbody.velocity;
    		velocityChange.x = Mathf.Clamp(velocityChange.x, -maxAirVelocityChange, maxAirVelocityChange);
    		velocityChange.z = Mathf.Clamp(velocityChange.z, -maxAirVelocityChange, maxAirVelocityChange);
    		velocityChange.y = 0;
    
    		return velocityChange;
    	}
    
    	//PLAYER JUMP MACHANICS
    	private float CalculateJumpVerticalSpeed()
    	{
    		return Mathf.Sqrt(2f * defaultJumpForce * Mathf.Abs(Physics.gravity.y));
    	}
    
    	//ISGROUNDED CHECKER
    	private void TrackGrounded(Collision collision)
    	{
    		float maxHeight = playerCapsuleCollider.bounds.min.y + playerCapsuleCollider.radius * 0.4f;
    		foreach (var contact in collision.contacts)
    		{
    			//print("test contact slope: " + Vector3.Dot(Vector3.up, contact.normal));
    			if (contact.point.y < maxHeight)
    			{
    				float contactSlope = Vector3.Dot(Vector3.up, contact.normal);
    				if (contactSlope < 0.75 && contactSlope > 0)
    				{
    					playerContactSlope = contactSlope;
    				}
    				else
    				{
    					playerContactSlope = 1;
    				}
    				if (isKinematic(collision))
    				{
    					groundVelocity = collision.rigidbody.velocity;
    					print("GV: " + groundVelocity.ToString());
    					//transform.parent = collision.transform;
    					//print("isKine");
    				}
    				else if (isStatic(collision))
    				{
    					//transform.parent = collision.transform;
    					//print("isStatic");
    				}
    				else
    				{
    					groundVelocity = Vector3.zero;
    					//print("isGroundZero");
    				}
    
    				isGrounded = true;
    			}
    
    			break;
    		}
    	}
    
    	private bool isKinematic(Collision collision)
    	{
    		//print("getKeneTrans");
    		return isKinematic(collision.transform);
    	}
    
    	private bool isKinematic(Transform contacttransform)
    	{
    		return contacttransform.GetComponent<Rigidbody>() && contacttransform.GetComponent<Rigidbody>().isKinematic;
    	}
    
    	private bool isStatic(Collision collision)
    	{
    		return isStatic(collision.transform);
    	}
    
    	private bool isStatic(Transform transform)
    	{
    		return transform.gameObject.isStatic;
    	}
    }

~Thanks in advance

Need game menu script

Hey, im getting this error

Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs(43,10): error CS0246: The type or namespace name `Game_MenuScreen’ could not be found. Are you missing an assembly reference?
could you help me? @CBUltimate