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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
[Header("Movement")]
public float MoveSpeed;
public float walkSpeed;
public float sprintSpeed;

[Header("Crouching")]
public float crouchSpeed;
public float crouchYScale;
private float startYScale;

public float groundDrag;
[Header("Ground Check")]
public float playerHeight;
public LayerMask itIsGround;
bool grounded;

[Header("Keybinds")]
public KeyCode jumpKey = KeyCode.Space;
public KeyCode spirintKey = KeyCode.LeftShift;
public KeyCode crouchKey = KeyCode.LeftControl;
public float jumpForce;
public float jumpCooldown;
public float airMultiplier;
bool readyToJump=true;


public Transform bairshil;
float horizontalInput;
float verticalInput;
Vector3 moveDirection;
Rigidbody rb;

public MovementState state;

public enum MovementState
{
crouching,
walking,
sprinting,
air

}

void Start()
{
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
startYScale = transform.localScale.y;
}

// Update is called once per frame
void Update()
{
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, itIsGround);
MyInput();
SpeedControl();
StateHandler();
if (grounded)
rb.drag = groundDrag;
else
rb.drag = 0;
}
void FixedUpdate()
{
MovePlayer();
}
private void MyInput()
{
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
if(Input.GetKey(jumpKey)&& readyToJump && grounded)
{
readyToJump = false;
Jump();
Invoke(nameof(ResetJump), jumpCooldown);
}

if (Input.GetKeyDown(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x,
crouchYScale, transform.localScale.z);
rb.AddForce(Vector3.down * 5f, ForceMode.Impulse);
}
if (Input.GetKeyUp(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x,
startYScale, transform.localScale.z);
}
}

private void StateHandler()
{
//suuh
if (grounded && Input.GetKeyDown(crouchKey))
{
state = MovementState.crouching;
MoveSpeed = crouchSpeed;
}

// Guih
if(grounded && Input.GetKey(spirintKey))
{
state = MovementState.sprinting;
MoveSpeed = sprintSpeed;
}
// Alhah
else if (grounded)
{
state = MovementState.walking;
MoveSpeed = walkSpeed;
}
//usreh
else
{
state = MovementState.air;
MoveSpeed = airMultiplier;
}
}
private void MovePlayer()
{
moveDirection = bairshil.forward * verticalInput + bairshil.right * horizontalInput;
if (grounded)
rb.AddForce(moveDirection.normalized * MoveSpeed * 10f, ForceMode.Force);
else if(!grounded)
rb.AddForce(moveDirection.normalized * MoveSpeed * 10f * airMultiplier,
ForceMode.Force);
}

private void SpeedControl()
{
Vector3 flatVelocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
if(flatVelocity.magnitude > MoveSpeed)
{
Vector3 limitedVel = flatVelocity.normalized * MoveSpeed;
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
}
}

private void Jump()
{
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
private void ResetJump()
{
readyToJump = true;
}
}
     
 
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