oviar
oviar
CC#
Created by oviar on 6/10/2023 in #help
I am trying to add sprinting ability to my attempt of a game I got movement done but cant get sprint
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;

public float speed = 6f;
public float gravity = -20;
public float jumpHeight = 3f;

public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;

public bool isMoving = false;
public float movementSpeed = 200;

Vector3 velocity;
bool isGrounded;

void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}

float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");

if (Input.GetKeyDown("w"))
{
isMoving = true;
}

if (Input.GetKeyUp("w"))
{
isMoving = false;
}



Vector3 move = transform.right * x + transform.forward * z;

controller.Move(move * speed * Time.deltaTime);

if (Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}

if (Input.GetKey(KeyCode.LeftShift) & isMoving == true)

{
transform.position += transform.forward * Time.deltaTime * movementSpeed;
}

velocity.y += gravity * Time.deltaTime;

controller.Move(velocity * Time.deltaTime);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;

public float speed = 6f;
public float gravity = -20;
public float jumpHeight = 3f;

public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;

public bool isMoving = false;
public float movementSpeed = 200;

Vector3 velocity;
bool isGrounded;

void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}

float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");

if (Input.GetKeyDown("w"))
{
isMoving = true;
}

if (Input.GetKeyUp("w"))
{
isMoving = false;
}



Vector3 move = transform.right * x + transform.forward * z;

controller.Move(move * speed * Time.deltaTime);

if (Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}

if (Input.GetKey(KeyCode.LeftShift) & isMoving == true)

{
transform.position += transform.forward * Time.deltaTime * movementSpeed;
}

velocity.y += gravity * Time.deltaTime;

controller.Move(velocity * Time.deltaTime);
}
}
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