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using System.Collections; using System.Collections.Generic; using UnityEngine; [ RequireComponent ( typeof ( CharacterController ) ) ] public class Player : MonoBehaviour { Animator animator; public Camera
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
RequireComponenttypeofCharacterController
public class Player : MonoBehaviour
Animator animator;
public Camera playerCamera;
public float walkSpeed;
public float runSpeed;
public float jumpPower;
public float gravity;
public float lookSpeed;
public float lookXLimit;
Vector moveDirection Vectorzero;
float rotationX ;
public bool canMove true;
bool NewBool false;
CharacterController characterController;
Start is called before the first frame update
Rigidbody rb;
Player player;
void Start
rb GetComponent;
characterController GetComponent;
Cursor.lockState CursorLockMode.Locked;
Cursor.visible false;
animator GetComponent;
Debug.Loganimator;
Update is called once per frame
void Update
while InputGetKeyKeyCodeW Input.GetKeyKeyCodeUpArrow Input.GetKeyKeyCodeS Input.GetKeyKeyCodeDownArrow
if InputGetKeyKeyCodeW Input.GetKeyKeyCodeUpArrow
NewBool true; ; This will move the player to the walking positioncheck the transition condition
else
NewBool false;
Hadle Movement
Vector forward transform.TransformDirectionVectorforward;
Vector right transform.TransformDirectionVectorright;
press Left Shift to run
bool isRunning Input.GetKeyKeyCodeLeftShift;
float curSpeedX canMove isRunning runSpeed : walkSpeed Input.GetAxisVertical : ;
float curSpeedY canMove isRunning runSpeed : walkSpeed Input.GetAxisHorizontal : ;
float movementDirectionY moveDirection.y;
moveDirection forward curSpeedXright curSpeedY;
region Handles Jumping
if InputGetButtonJump && canMove && characterController.isGrounded
moveDirection.y jumpPower;
else
moveDirection.y movementDirectionY;
if characterController.isGrounded
moveDirection.y gravity Time.deltaTime;
Region Handles Rotation
characterController.MovemoveDirection Time.deltaTime;
if canMove
rotationX Input.GetAxisMouse Y lookSpeed;
rotationX Mathf.ClamprotationXlookXLimit, lookXLimit;
playerCamera.transform.localRotation Quaternion.EulerrotationX;
transform.rotation Quaternion.Euler Input.GetAxisMouse X lookSpeed, ;
explain this code for me
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