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commit 5105b6b060
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HeroController : MonoBehaviour
{
[Header("Øâèäê³ñòü ðóõó")]
[Range(1f, 20f)]
[SerializeField] private float _movementSpeed = 5f;
[Header("Ïðèñêîðåííÿ ðóõó")]
[Range(1f, 5f)]
[SerializeField] private float _runMultiplier = 2f;
[Header("Ãðàâ³òàö³ÿ")]
[SerializeField] private float _gravity = -9.81f;
[Header("Ñèëà ñòðèáêó")]
[Range(1f, 20f)]
[SerializeField] private float _jumpHeight = 2f;
[Header("Íàëàøòóâàííÿ ïðèñ³äàííÿ")]
[SerializeField] private KeyCode _crouchKey = KeyCode.C;
private CharacterController _characterController;
private Vector3 _controllerVelocity;
private bool _isCrouching = false;
void Start()
{
_characterController = GetComponent<CharacterController>();
}
void Update()
{
HandleCrouch();
HandleMovement();
HandleGravity();
HandleJump();
}
private void HandleCrouch()
{
if (Input.GetKeyDown(_crouchKey))
{
if (!_isCrouching)
{
transform.localScale = new Vector3(0.2f, 0.3f, 0.2f);
_characterController.height = 0.54f;
_characterController.center = new Vector3(0, -0.63f, 0);
_isCrouching = true;
}
else
{
transform.localScale = new Vector3(0.2f, 0.8f, 0.2f);
_characterController.height = 1.8f;
_characterController.center = new Vector3(0, 0, 0);
_isCrouching = false;
}
}
}
private void HandleMovement()
{
float moveX = Input.GetAxis("Horizontal");
float moveZ = Input.GetAxis("Vertical");
Vector3 movement = transform.right * moveX + transform.forward * moveZ;
float currentSpeed = _movementSpeed;
if (Input.GetKey(KeyCode.LeftShift) && !_isCrouching)
{
currentSpeed *= _runMultiplier;
}
else if (_isCrouching)
{
currentSpeed *= 0.5f;
}
_characterController.Move(movement * currentSpeed * Time.deltaTime);
}
private void HandleGravity()
{
if (_characterController.isGrounded && _controllerVelocity.y < 0)
{
_controllerVelocity.y = -2f;
}
_controllerVelocity.y += _gravity * Time.deltaTime;
_characterController.Move(_controllerVelocity * Time.deltaTime);
}
private void HandleJump()
{
if (Input.GetButtonDown("Jump") && _characterController.isGrounded)
{
_controllerVelocity.y = Mathf.Sqrt(_jumpHeight * -2f * _gravity);
}
}
}

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