Dizelnie ambal
Dizelnie ambal
Russian Federation
опустошитель опустошителю не брат:steamthis:

хочу Doom Eternal
опустошитель опустошителю не брат:steamthis:

хочу Doom Eternal
Currently Offline
Favorite Game
493
Hours played
108
Achievements
Review Showcase
493 Hours played
машинки пиу пиу бабах бум бум
Recent Activity
170 hrs on record
last played on 13 Jan
54 hrs on record
last played on 13 Jan
0.3 hrs on record
last played on 13 Jan
Comments
GoT_hol 21 Jan, 2025 @ 6:47am 
public class SC_TPSController : MonoBehaviour
{
public float speed = 7.5f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
public Transform playerCameraParent;
public float lookSpeed = 2.0f;
public float lookXLimit = 60.0f;

CharacterController characterController;
Vector3 moveDirection = Vector3.zero;
Vector2 rotation = Vector2.zero;

[HideInInspector]
public bool canMove = true;

void Start()
{
characterController = GetComponent<CharacterController>();
rotation.y = transform.eulerAngles.y;
}
GoT_hol 21 Jan, 2025 @ 6:46am 
void Update()
{
if (characterController.isGrounded)
{
// We are grounded, so recalculate move direction based on axes
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
float curSpeedX = canMove ? speed * Input.GetAxis("Vertical") : 0;
float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
GoT_hol 21 Jan, 2025 @ 6:46am 
if (Input.GetButton("Jump") && canMove)
{
moveDirection.y = jumpSpeed;
}
}

// Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
// when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
// as an acceleration (ms^-2)
moveDirection.y -= gravity * Time.deltaTime;

// Move the controller
characterController.Move(moveDirection * Time.deltaTime);

// Player and Camera rotation
if (canMove)
{
rotation.y += Input.GetAxis("Mouse X") * lookSpeed;
rotation.x += -Input.GetAxis("Mouse Y") * lookSpeed;
rotation.x = Mathf.Clamp(rotation.x, -lookXLimit, lookXLimit);
playerCameraParent.localRotation = Quaternion.Euler(rotation.x, 0, 0);
transform.eulerAngles = new Vector2(0, rotation.y);
}
}
}
GoT_hol 21 Jan, 2025 @ 6:40am 
public Transform referenceTransform;
public float collisionOffset = 0.3f; //To prevent Camera from clipping through Objects
public float cameraSpeed = 15f; //How fast the Camera should snap into position if there are no obstacles

Vector3 defaultPos;
Vector3 directionNormalized;
Transform parentTransform;
float defaultDistance;

// Start is called before the first frame update
void Start()
{
defaultPos = transform.localPosition;
directionNormalized = defaultPos.normalized;
parentTransform = transform.parent;
defaultDistance = Vector3.Distance(defaultPos, Vector3.zero);

//Lock cursor
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
GoT_hol 21 Jan, 2025 @ 6:40am 
// LateUpdate is called after Update
void LateUpdate()
{
Vector3 currentPos = defaultPos;
RaycastHit hit;
Vector3 dirTmp = parentTransform.TransformPoint(defaultPos) - referenceTransform.position;
if (Physics.SphereCast(referenceTransform.position, collisionOffset, dirTmp, out hit, defaultDistance))
{
currentPos = (directionNormalized * (hit.distance - collisionOffset));

transform.localPosition = currentPos;
}
else
{
transform.localPosition = Vector3.Lerp(transform.localPosition, currentPos, Time.deltaTime * cameraSpeed);
}
}
}
Zieeiro 5 Jan, 2025 @ 11:36am 
VENOM