testss
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67
Assets/Scripts/PlayerMovement.cs
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67
Assets/Scripts/PlayerMovement.cs
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class PlayerMovement : MonoBehaviour
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{
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public CharacterController2D controller;
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float HorizontalMove = 0f;
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float VerticalMove = 0f;
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bool jump = false;
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bool jumping = false;
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public Animator animator;
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bool crouch = false;
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bool crouching = false;
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public float RunSpeed = 80f;
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public AudioSource jumpsnd;
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// Update is called once per frame
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void Update()
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{
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VerticalMove = Input.GetAxisRaw("Vertical");
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HorizontalMove = Input.GetAxisRaw("Horizontal") * RunSpeed;
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animator.SetBool("Jumping", jumping);
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animator.SetBool("Crouching", crouching);
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animator.SetFloat("Speed", HorizontalMove);
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if (transform.position.y < -23f)
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{
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transform.position = new Vector3(-2.18f, -11.78f, 0);
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}
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if ((VerticalMove > 0.8 || Input.GetButtonDown("Jump")) && !jumping)
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{
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jump = true;
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jumping = true;
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jumpsnd.transform.position = transform.position;
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jumpsnd.Play();
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}
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if (VerticalMove < -0.8 || Input.GetButtonDown("Crouch"))
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{
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crouch = true;
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} else if (Input.GetButtonUp("Crouch") || VerticalMove > -0.8)
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{
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crouch = false;
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}
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}
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void FixedUpdate()
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{
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controller.Move(HorizontalMove * Time.fixedDeltaTime, crouch, jump);
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jump = false;
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}
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public void OnLanding()
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{
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jumping = false;
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jumpsnd.Stop();
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}
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public void OnCrouch(bool IsCrouching)
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{
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crouching = IsCrouching;
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}
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}
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