using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
//variables
[SerializeField] private float moveSpeed;
[SerializeField] private float walkSpeed;
[SerializeField] private float runSpeed;
private Vector3 moveDirection;
private Vector3 velocity;
[SerializeField] private bool isGrounded;
[SerializeField] private float groundCheckDistance;
[SerializeField] private LayerMask groundMask;
[SerializeField] private float gravity;
[SerializeField] private float jumpHeight;
//Rferences
private CharacterController controller;
private Animator anim;
private void Start() {
controller = GetComponent();
anim = GetComponentInChildren();
}
private void Update() {
Move();
}
private void Move(){
isGrounded = Physics.CheckSphere(transform.position, groundCheckDistance,groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float moveZ = Input.GetAxis("Vertical");
moveDirection = new Vector3(0,0,moveZ);
moveDirection = transform.TransformDirection(moveDirection);
if(isGrounded)
{
if(moveDirection != Vector3.zero && !Input.GetKey(KeyCode.LeftShift))
{
Walk();
}
else if(moveDirection != Vector3.zero && Input.GetKey(KeyCode.LeftShift))
{
Run();
}
else if(moveDirection == Vector3.zero)
{
Idle();
}
moveDirection *= moveSpeed;
if(Input.GetKeyDown(KeyCode.Space))
{
Jump();
}
}
controller.Move(moveDirection * Time.deltaTime);
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
private void Idle()
{
anim.SetFloat("Speed",0);
}
private void Walk()
{
moveSpeed = walkSpeed;
anim.SetFloat("Speed",0.5f);
}
private void Run()
{
moveSpeed = runSpeed;
anim.SetFloat("Speed",1);
}
private void Jump()
{
velocity.y= Mathf.Sqrt(jumpHeight * -2 * gravity);
}
}