diff options
Diffstat (limited to 'Assets')
104 files changed, 4828 insertions, 28 deletions
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+using System.Collections.Generic;
+using UnityEngine;
+
+public class Exit : MonoBehaviour
+{
+ // Update is called once per frame
+ void Update()
+ {
+ if (Input.GetKey("escape"))
+ {
+ Debug.Log("Game is now closed.");
+ Application.Quit();
+ }
+
+ }
+}
diff --git a/Assets/Scripts/Exit.cs.meta b/Assets/Scripts/Exit.cs.meta new file mode 100644 index 0000000..87fc2df --- /dev/null +++ b/Assets/Scripts/Exit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3aa4285199d3f6f3a88d2b5993d8adfd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MouseLook.cs b/Assets/Scripts/MouseLook.cs index f52f685..3365145 100644 --- a/Assets/Scripts/MouseLook.cs +++ b/Assets/Scripts/MouseLook.cs @@ -6,11 +6,13 @@ public class MouseLook : MonoBehaviour public float mouseSensitivity = 100f;
public Transform playerBody;
+
+ float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
-
+ Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
@@ -18,6 +20,12 @@ public class MouseLook : MonoBehaviour {
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
+
+ xRotation -= mouseY;
+
+ xRotation = Mathf.Clamp(xRotation, -90f, 90f);
+
+ transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
diff --git a/Assets/Scripts/PlayerMovement.cs b/Assets/Scripts/PlayerMovement.cs new file mode 100644 index 0000000..b0b6874 --- /dev/null +++ b/Assets/Scripts/PlayerMovement.cs @@ -0,0 +1,51 @@ +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;
+
+ public float jumpHeight = 3f;
+
+ public Transform groundCheck;
+
+ public float groundDistance = 0.4f;
+
+ public LayerMask groundMask;
+
+ Vector3 velocity;
+ bool isGrounded;
+
+ // Update is called once per frame
+ void Update()
+ {
+ 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");
+
+ Vector3 move = transform.right * x + transform.forward * z;
+
+ controller.Move(move * speed * Time.deltaTime);
+
+ if (Input.GetButtonDown("Jump") && isGrounded)
+ {
+ velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
+ }
+
+ velocity.y += gravity * Time.deltaTime;
+
+ controller.Move(velocity * Time.deltaTime);
+
+ }
+}
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