using System.Collections; using System.Collections.Generic; using System.Threading; using Unity.VisualScripting; using UnityEngine; public class PlayerMoveScript : MonoBehaviour { [Header("Movement")] [SerializeField] private float speed; [SerializeField] private float jumpForce; [SerializeField] private float jumpPointDistance; [SerializeField] private float jumpPointRadius; [Header("Looking")] [SerializeField] private float xSensitivity; [SerializeField] private float ySensitivity; [SerializeField] private Camera cam; private Rigidbody rb; private LayerMask ground; private InputManagerScript i; void Start() { rb = GetComponent(); Cursor.lockState = CursorLockMode.Locked; i = GameObject.Find("InputManager").GetComponent(); ground = LayerMask.GetMask("Ground"); } // Update is called once per frame void Update() { jump(); move(); look(); } public void move() { // In welche Richtung rennt der Spieler? int moveDirX = 0;; int moveDirZ = 0; if(Input.GetKey(i.getMoveForward())){moveDirZ++;} if(Input.GetKey(i.getMoveBack())){moveDirZ--;} if(Input.GetKey(i.getMoveRight())){moveDirX++;} if(Input.GetKey(i.getMoveLeft())){moveDirX--;} Vector3 moveDir = new Vector3(moveDirX, 0, moveDirZ); moveDir.Normalize(); rb.velocity = transform.TransformDirection(new Vector3(moveDir.x * speed, rb.velocity.y, moveDir.z * speed)); } public void jump() { if(Input.GetKey(i.getJump())) { if (Physics.CheckSphere(transform.position + Vector3.down * jumpPointDistance, jumpPointRadius, ground) ) { rb.isKinematic = true; rb.isKinematic = false; rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); } } } void OnDrawGizmosSelected() { // Draws a Line for checkForJump Gizmos.color = Color.red; Vector3 direction = transform.TransformDirection(Vector3.down) * jumpPointDistance; Gizmos.DrawRay(transform.position, direction); // Draw a yellow sphere at the transform's position Gizmos.color = Color.blue; Gizmos.DrawWireSphere(transform.position + Vector3.down * jumpPointDistance, jumpPointRadius); } public float newDirY; public void look() { float xMouseMovement = Input.GetAxis("Mouse X") * xSensitivity * Time.deltaTime; float yMouseMovement = Input.GetAxis("Mouse Y") * ySensitivity * Time.deltaTime; Vector3 currentRotation = cam.transform.rotation.eulerAngles; float newDirX = currentRotation.y + xMouseMovement; newDirY = newDirY - yMouseMovement; newDirY = Mathf.Clamp(newDirY, -90f, 90f); cam.transform.localRotation = Quaternion.Euler(newDirY, 0, 0); transform.localRotation = Quaternion.Euler(0, newDirX, 0); } }