This is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovment : MonoBehaviour
{
public CharacterController controller;
public float speed = 15f;
public float gravity = -9.81f;
public float jumpHight = 3f;
public float sprit = 24f;
[Header("Crouch")]
public float crouchYScale;
public float startYScale;
public float crouch = 7f;
public int maxJumpCount = 2;
public int jumpsRemaining = 0;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
public bool isCrouching = false;
private void Start()
{
startYScale = transform.localScale.y;
}
// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
jumpsRemaining = maxJumpCount;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetKeyDown(KeyCode.LeftControl))
{
speed = crouch;
isCrouching = true;
transform.localScale = new Vector3(transform.localScale.x, crouchYScale, transform.localScale.z);
}
else if (Input.GetKeyUp(KeyCode.LeftControl))
{
speed = 25f;
isCrouching = false;
transform.localScale = new Vector3(transform.localScale.x, startYScale, transform.localScale.z);
}
if (Input.GetKeyDown(KeyCode.LeftShift))
{
speed = sprit;
}
else if (Input.GetKeyUp(KeyCode.LeftShift))
{
speed = 25f;
}
if ((Input.GetButtonDown("Jump")) && (jumpsRemaining > 0))
{
velocity.y = Mathf.Sqrt(jumpHight * -2f * gravity);
jumpsRemaining -= 1;
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}