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movement.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour {
Rigidbody rb;
bool grounded;
// Use this for initialization
void Start () {
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update () {
if(Input.GetAxisRaw("Horizontal") < 0)
{
transform.position -= transform.right * Time.deltaTime * 2f;
}
if (Input.GetAxisRaw("Horizontal") > 0)
{
transform.position += transform.right * Time.deltaTime * 2f;
}
if (Input.GetAxisRaw("Vertical") > 0)
{
transform.position += transform.forward * Time.deltaTime * 2f;
}
if (Input.GetAxisRaw("Vertical") < 0)
{
transform.position -= transform.forward * Time.deltaTime * 2f;
}
if(Input.GetKeyDown(KeyCode.Space) && grounded)
{
Jump();
}
//look around on Y-axis with mouse
float mouseInput = Input.GetAxis("Mouse X");
Vector3 lookhere = new Vector3(0, mouseInput, 0);
transform.Rotate(lookhere);
Cursor.lockState = CursorLockMode.Locked; //locking mouse cursor to screen area
}
void Jump()
{
rb.AddForce(Vector3.up * 150f);
}
private void OnCollisionExit(Collision collision)
{
if(collision.gameObject.name == "Plane")
{
grounded = false;
}
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.name == "Plane")
{
grounded = true;
}
}
}