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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class PlayerMovement : MonoBehaviour
- {
- public CharacterController controller;
- public float speed = 12f;
- public float gravity = -9.81f * 2;
- public float jumpHeight = 3f;
- public Transform groundCheck;
- public float groundDistance = 0.4f;
- public LayerMask groundMask;
- Vector3 velocity;
- bool isGrounded;
- private Vector3 lastPosition = new Vector3(0f, 0f, 0f);
- public bool isMoving;
- // Update is called once per frame
- void Update()
- {
- if (!DialogueSystem.Instance.dialogueUIActive)
- {
- Movement();
- }
- }
- public void Movement()
- {
- if (!InventorySystem.Instance.isOpen && !CraftingSystem.Instance.isOpen && !MenuManager.Instance.isMenuOpen && !QuestManager.Instance.isQuestMenuOpen) //To Lock PlayerMovement when screen is open
- {
- //checking if we hit the ground to reset our falling velocity, otherwise we will fall faster the next time
- isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
- if (isGrounded && velocity.y < 0)
- {
- velocity.y = -2f;
- }
- float x = Input.GetAxis("Horizontal");
- float z = Input.GetAxis("Vertical");
- //right is the red Axis, foward is the blue axis
- Vector3 move = transform.right * x + transform.forward * z;
- controller.Move(move * speed * Time.deltaTime);
- //check if the player is on the ground so he can jump
- if (Input.GetButtonDown("Jump") && isGrounded)
- {
- //the equation for jumping
- velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
- }
- velocity.y += gravity * Time.deltaTime;
- controller.Move(velocity * Time.deltaTime);
- if (lastPosition != gameObject.transform.position && isGrounded == true)
- {
- isMoving = true;
- SoundManager.Instance.PlaySound(SoundManager.Instance.grassWalkSound);
- }
- else
- {
- isMoving = false;
- SoundManager.Instance.grassWalkSound.Stop();
- }
- lastPosition = gameObject.transform.position;
- }
- }
- }
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