Spieler kann springen und hat Fadenkreuz(platzhalter)
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@ -1,16 +1,21 @@
|
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using Unity.VisualScripting;
|
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using UnityEngine;
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public class PlayerMoveScript : MonoBehaviour
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{
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public float speed;
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public float xSensitivity;
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public float ySensitivity;
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[Header("Movement")]
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[SerializeField] private float speed;
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[SerializeField] private float jumpForce;
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[SerializeField] private float checkForJump;
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[Header("Looking")]
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[SerializeField] private float xSensitivity;
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[SerializeField] private float ySensitivity;
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[SerializeField] private Camera cam;
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private Rigidbody rb;
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public Camera cam;
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private bool cursorIsLocked;
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@ -23,6 +28,15 @@ public class PlayerMoveScript : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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move();
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look();
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lockCursor();
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jump();
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}
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public void move()
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{
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// In welche Richtung rennt der Spieler?
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int moveDirX = 0;;
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@ -37,11 +51,26 @@ public class PlayerMoveScript : MonoBehaviour
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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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}
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look();
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public void jump()
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{
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if(Input.GetKeyDown(KeyCode.Space))
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{
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if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.down), checkForJump))
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{
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rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
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}
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}
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lockCursor();
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}
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void OnDrawGizmosSelected()
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{
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// Draws a Line for checkForJump
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Gizmos.color = Color.red;
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Vector3 direction = transform.TransformDirection(Vector3.down) * checkForJump;
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Gizmos.DrawRay(transform.position, direction);
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}
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public void look()
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@ -11,7 +11,7 @@ TagManager:
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-
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- Water
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- UI
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-
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- Ground
|
||||
-
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-
|
||||
-
|
||||
|
Loading…
Reference in New Issue
Block a user