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using UnityEngine; | |
public class Movement : MonoBehaviour | |
{ | |
[SerializeField] | |
private float movementSpeed; | |
[SerializeField] | |
private float jumpPower; | |
private bool grounded; | |
private float groundCheckDistance = 1; | |
private float boxColliderHeight = .1f; | |
private float sizeDivisor = 1.1f; | |
private Vector3 size; | |
private BoxCollider boxCollider; | |
private new Rigidbody rigidbody; | |
void Start() | |
{ | |
boxCollider = GetComponent<BoxCollider>(); | |
rigidbody = GetComponent<Rigidbody>(); | |
size = new Vector3(boxCollider.size.x / sizeDivisor, boxColliderHeight, boxCollider.size.z / sizeDivisor); | |
} | |
void Update() | |
{ | |
float h = Input.GetAxis("Horizontal"); | |
float v = Input.GetAxis("Vertical"); | |
Vector3 velocity = new Vector3(h, 0, v); | |
velocity = transform.TransformDirection(velocity); | |
velocity *= movementSpeed; | |
velocity -= rigidbody.velocity; | |
rigidbody.AddForce(velocity); | |
var center = transform.TransformPoint(boxCollider.center); | |
grounded = Physics.BoxCast(center, size, Vector3.down, transform.rotation, groundCheckDistance); | |
if (Input.GetButtonDown("Jump") && grounded) | |
{ | |
rigidbody.AddForce(Vector3.up * jumpPower); | |
} | |
} | |
} |
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