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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
[Header("Movement")]
public float moveSpeed;
public float groundDrag;

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

public bool readyToJump = true;
public float jumpForce;
public float jumpCooldown;
public float airMultiplier;
public KeyCode jumpKey = KeyCode.Space;
public Transform orientation;
float horizontalInput;
float verticalInput;
Vector3 moveDirection;
public Rigidbody rb;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody>();

}
// Update is called once per frame
void Update()
{
grounded = Physics.Raycast(
transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
MyInput();
SpeedControl();
if(grounded)
rb.drag = groundDrag;
else
rb.drag = 0;
}
private void SpeedControl(){
Vector3 flatVel = new Vector3(rb.velocity.x , 0f, rb.velocity.z);
if(flatVel.magnitude > moveSpeed){
Vector3 limitedVel = flatVel.normalized * moveSpeed;
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
}
}
private 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);
}
}
private void MovePlayer(){
moveDirection = orientation.forward *
verticalInput + orientation.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 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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