Umschauen bearbeitet, funkrioniert noch nicht
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8e086fdeb5
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5116a25e02
@ -492,7 +492,7 @@ Camera:
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field of view: 60
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orthographic: 0
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orthographic size: 5
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m_Depth: -2
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m_Depth: 0
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m_CullingMask:
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serializedVersion: 2
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m_Bits: 4294967295
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@ -658,8 +658,9 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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speed: 2
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xSensitivity: 0
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ySensitivity: 0
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xSensitivity: 200
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ySensitivity: 200
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cam: {fileID: 1132902784}
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--- !u!1 &1771553239
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GameObject:
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m_ObjectHideFlags: 0
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@ -678,7 +679,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &1771553240
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Transform:
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m_ObjectHideFlags: 0
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@ -688,7 +689,7 @@ Transform:
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m_GameObject: {fileID: 1771553239}
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0.401, z: -0.305}
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m_LocalPosition: {x: 0, y: 0.401, z: 0.29}
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m_LocalScale: {x: 0.7, y: 0.5, z: 0.5}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -9,6 +9,7 @@ public class PlayerMoveScript : MonoBehaviour
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public float xSensitivity;
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public float ySensitivity;
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private Rigidbody rb;
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public Camera cam;
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void Start()
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{
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@ -22,26 +23,31 @@ public class PlayerMoveScript : MonoBehaviour
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int moveDirX = 0;;
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int moveDirZ = 0;
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if(Input.GetKey(KeyCode.W)){moveDirZ--;}
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if(Input.GetKey(KeyCode.S)){moveDirZ++;}
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if(Input.GetKey(KeyCode.D)){moveDirX--;}
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if(Input.GetKey(KeyCode.A)){moveDirX++;}
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if(Input.GetKey(KeyCode.W)){moveDirZ++;}
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if(Input.GetKey(KeyCode.S)){moveDirZ--;}
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if(Input.GetKey(KeyCode.D)){moveDirX++;}
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if(Input.GetKey(KeyCode.A)){moveDirX--;}
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Vector3 moveDir = new Vector3(moveDirX, 0, moveDirZ);
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moveDir.Normalize();
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rb.velocity = transform.TransformDirection(new Vector3(moveDir.x * speed, rb.velocity.y, moveDir.z * speed));
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look();
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}
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public void look()
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{
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//float xMouseMovement = Input.GetAxis("Mouse X") * xSensitivity * time.deltaTime;
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//float yMouseMovement = Input.GetAxis("Mouse Y") * ySensitivity * time.deltaTime;
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float xMouseMovement = Input.GetAxis("Mouse X") * xSensitivity * Time.deltaTime;
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float yMouseMovement = Input.GetAxis("Mouse Y") * ySensitivity * Time.deltaTime;
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//Vector3 currentRotation = playerCam.transform.localRotation.eulerAngles;
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Vector3 currentRotation = cam.transform.rotation.eulerAngles;
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//float newDirX = currentRotation.y + xMouseMovement;
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//float newDirY = currentRotation.y + xMouseMovement;
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float newDirX = currentRotation.y + xMouseMovement;
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float newDirY = currentRotation.x - yMouseMovement;
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cam.transform.rotation = Quaternion.Euler(0, newDirX, 0);
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transform.rotation = Quaternion.Euler(newDirY, 0, 0);
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}
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}
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