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PlayerMovement.cs
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PlayerMovement.cs
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using UnityEngine;
public sealed class PlayerMovement : MonoBehaviour
{
[Header("References")]
[SerializeField] private CharacterController characterController;
[SerializeField] private Transform groundCheck;
[SerializeField] private LayerMask groundMask;
[Header("Player settings")]
[SerializeField, Range(0, 10)] private float walkingSpeed;
[SerializeField, Range(0, 10)] private float runningSpeed;
[SerializeField, Range(0, -10)] private float gravity;
[SerializeField, Range(0, 1)] private float groundDistance;
private Vector3 _moveDirection;
private Vector3 _velocity;
private float _currentMovementSpeed;
private float _horizontal;
private float _vertical;
private bool _isGrounded;
private void Update()
{
SetInput();
ApplyGravity();
ApplyRunning();
SetMoveDirection();
}
private void SetInput()
{
_horizontal = Input.GetAxisRaw("Horizontal");
_vertical = Input.GetAxisRaw("Vertical");
}
private void ApplyGravity()
{
_isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (_isGrounded && _velocity.y < 0) _velocity.y = 0f;
_velocity.y += gravity * Time.deltaTime;
}
private void SetMoveDirection()
{
_moveDirection = (transform.right * _horizontal + transform.forward * _vertical) * _currentMovementSpeed;
_moveDirection.y = _velocity.y;
characterController.Move(_moveDirection * Time.deltaTime);
}
private void ApplyRunning() => _currentMovementSpeed = Input.GetKey(KeyCode.LeftShift) ? runningSpeed : walkingSpeed;
}