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StudyCase/Assets/Scripts/ThirdCharacterController.cs

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using UnityEngine;
using UnityEngine.InputSystem;
public class ThirdCharacterController : MonoBehaviour
{
public CharacterController characterController;
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public Animator animator;
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public Transform forward;
public Transform model;
public Cinemachine.CinemachineVirtualCamera vCam;
public float moveSpeed = 5f;
public float jumpSpeed = 2f;
public float turnSpeed = 10f;
public float gravity = 10f;
Vector3 moveDir;
Vector2 moveInput;
private void Update()
{
moveDir = new Vector3 (moveInput.x, moveDir.y, moveInput.y);
forward.eulerAngles = new Vector3(0, vCam.transform.eulerAngles.y, 0);
moveDir = forward.TransformDirection(moveDir);
if (moveInput != Vector2.zero)
{
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animator.SetBool("Move", true);
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Quaternion target = Quaternion.LookRotation(new Vector3(moveDir.x, 0, moveDir.z));
model.rotation = Quaternion.Slerp(model.rotation, target, turnSpeed*Time.deltaTime);
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}
else animator.SetBool("Move", false);
if (!characterController.isGrounded)
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moveDir.y -= gravity * Time.deltaTime;
characterController.Move(moveDir*moveSpeed*Time.deltaTime);
}
public void OnMove(InputAction.CallbackContext context)
{
if(characterController.isGrounded)
moveInput = context.ReadValue<Vector2>();
else moveInput = Vector2.zero;
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed && characterController.isGrounded)
{
moveDir.y = jumpSpeed;
}
}
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}