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89 行
2.3 KiB
89 行
2.3 KiB
#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerMovement : MonoBehaviour
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{
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public CharacterController controller;
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public float speed = 12f;
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public float gravity = -10f;
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public float jumpHeight = 2f;
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public Transform groundCheck;
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public float groundDistance = 0.4f;
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public LayerMask groundMask;
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Vector3 velocity;
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bool isGrounded;
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#if ENABLE_INPUT_SYSTEM
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InputAction movement;
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InputAction jump;
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void Start()
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{
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movement = new InputAction("PlayerMovement", binding: "<Gamepad>/leftStick");
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movement.AddCompositeBinding("Dpad")
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.With("Up", "<Keyboard>/w")
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.With("Up", "<Keyboard>/upArrow")
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.With("Down", "<Keyboard>/s")
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.With("Down", "<Keyboard>/downArrow")
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.With("Left", "<Keyboard>/a")
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.With("Left", "<Keyboard>/leftArrow")
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.With("Right", "<Keyboard>/d")
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.With("Right", "<Keyboard>/rightArrow");
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jump = new InputAction("PlayerJump", binding: "<Gamepad>/a");
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jump.AddBinding("<Keyboard>/space");
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movement.Enable();
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jump.Enable();
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}
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#endif
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// Update is called once per frame
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void Update()
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{
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float x;
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float z;
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bool jumpPressed = false;
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#if ENABLE_INPUT_SYSTEM
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var delta = movement.ReadValue<Vector2>();
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x = delta.x;
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z = delta.y;
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jumpPressed = Mathf.Approximately(jump.ReadValue<float>(), 1);
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#else
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x = Input.GetAxis("Horizontal");
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z = Input.GetAxis("Vertical");
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jumpPressed = Input.GetButtonDown("Jump");
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#endif
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isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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if (isGrounded && velocity.y < 0)
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{
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velocity.y = -2f;
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}
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Vector3 move = transform.right * x + transform.forward * z;
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controller.Move(move * speed * Time.deltaTime);
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if(jumpPressed && isGrounded)
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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velocity.y += gravity * Time.deltaTime;
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controller.Move(velocity * Time.deltaTime);
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}
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}
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