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public class RigidbodyFirstPersonController : MonoBehaviour { [Serializable] public class MovementSettings { public float ForwardSpeed = 8.0f; // Speed when walking forward public float BackwardSpeed = 4.0f; // Speed when walking backwards public float StrafeSpeed = 4.0f; // Speed when walking sideways public float RunMultiplier = 2.0f; // Speed when sprinting public KeyCode RunKey = KeyCode.LeftShift; public float JumpForce = 30f; public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f)); [HideInInspector] public float CurrentTargetSpeed = 8f; #if !MOBILE_INPUT private bool m_Running;#endif public void UpdateDesiredTargetSpeed(Vector2 input) { if (input == Vector2.zero) return; if (input.x > 0 || input.x float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded)) { // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x; desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed; desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed; desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed; if (m_RigidBody.velocity.sqrMagnitude |
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