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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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[Header("Movement Settings")]
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[SerializeField] private float forwardSpeed = 10f;
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[SerializeField] private float laneDistance = 2.5f; // Расстояние между полосами
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[SerializeField] private float jumpForce = 8f;
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[SerializeField] private float gravity = -20f;
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[Header("Lanes")]
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[SerializeField] private int currentLane = 1; // 0 - лево, 1 - центр, 2 - право
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private int targetLane = 1;
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private Vector3 targetPosition;
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[Header("Ground Check")]
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[SerializeField] private Transform groundCheck;
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[SerializeField] private float groundCheckRadius = 0.2f;
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[SerializeField] private LayerMask groundLayer;
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private CharacterController controller;
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//private Animator animator;
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private Vector3 velocity;
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private bool isGrounded;
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private bool isJumping;
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void Start()
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{
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controller = GetComponent<CharacterController>();
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//animator = GetComponent<Animator>();
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// Устанавливаем начальную позицию по центру
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targetPosition = transform.position;
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}
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void Update()
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{
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// Проверка земли
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isGrounded = Physics.CheckSphere(groundCheck.position, groundCheckRadius, groundLayer);
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if (isGrounded && velocity.y < 0)
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{
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velocity.y = -2f; // Небольшая сила притяжения к земле
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if (isJumping)
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{
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isJumping = false;
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//animator.SetBool("isJumping", false);
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}
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}
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// Автоматическое движение вперёд
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float forwardMovement = forwardSpeed * Time.deltaTime;
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// Обработка ввода для смены полосы (стрелки или AD)
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if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D))
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{
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targetLane = Mathf.Min(currentLane + 1, 2);
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}
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else if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A))
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{
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targetLane = Mathf.Max(currentLane - 1, 0);
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}
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// Обработка прыжка
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if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
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{
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isJumping = true;
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velocity.y = Mathf.Sqrt(jumpForce * -2f * gravity);
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//animator.SetBool("isJumping", true);
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}
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// Плавно перемещаем целевую позицию по X к нужной полосе
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float targetX = (targetLane - 1) * laneDistance;
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targetPosition.x = Mathf.Lerp(transform.position.x, targetX, Time.deltaTime * 10f);
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// Вертикальная скорость (гравитация)
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velocity.y += gravity * Time.deltaTime;
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// Итоговое перемещение
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Vector3 move = new Vector3(
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(targetPosition.x - transform.position.x), // Горизонтальное смещение
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velocity.y * Time.deltaTime, // Вертикальное смещение
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forwardMovement // Движение вперёд
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);
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controller.Move(move);
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// Обновляем анимацию бега
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//animator.SetFloat("Speed", forwardSpeed);
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// Обновляем текущую полосу после перемещения
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if (Mathf.Abs(transform.position.x - targetX) < 0.1f)
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{
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currentLane = targetLane;
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}
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}
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// Для визуализации проверки земли в редакторе
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void OnDrawGizmosSelected()
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{
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if (groundCheck != null)
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
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}
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}
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// Метод для увеличения скорости (будем вызывать из GameManager)
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public void IncreaseSpeed(float amount)
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{
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forwardSpeed += amount;
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}
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}
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Reference in new issue
Block a user