2026-02-16 15:02:20 +01:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerMovement : MonoBehaviour
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{
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2026-02-24 09:33:08 +01:00
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private InputMaster _inputMaster;
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2026-02-16 15:02:20 +01:00
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[SerializeField] private CharacterController controller;
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[SerializeField] private float speed;
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2026-02-24 09:33:08 +01:00
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[SerializeField] private float mouseSensitivity = 20f;
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[SerializeField] private Transform playerBody;
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private float _mouseX, _mouseY;
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2026-02-16 15:02:20 +01:00
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private Vector2 _moveDirection;
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private void Awake()
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{
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controller = GetComponent<CharacterController>();
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2026-02-24 09:33:08 +01:00
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_inputMaster = new InputMaster();
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_inputMaster.Player.Look.Enable();
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_inputMaster.Player.Move.Enable();
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}
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private void Update()
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{
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var mousevalue = _inputMaster.Player.Look.ReadValue<Vector2>();
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_mouseX = mousevalue.x * mouseSensitivity * Time.deltaTime;
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_mouseY = mousevalue.y * mouseSensitivity * Time.deltaTime;
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playerBody.Rotate(Vector3.up * _mouseX);
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2026-02-16 15:02:20 +01:00
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}
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public void OnMove(InputAction.CallbackContext context)
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{
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_moveDirection = context.ReadValue<Vector2>();
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Debug.Log("direction: " + _moveDirection);
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}
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}
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