trouble-in-terror-town/Assets/Scripts/Player/Character/Controller/CharacterMovementConfig.cs
Mikolaj d9f869fbd4 Finished basic character controller
I have finished basic features of character controller and polished it quite a bit but there is a pair of missing features:
walking up ladders,
swiming
2022-05-03 07:05:29 +02:00

41 lines
No EOL
3.9 KiB
C#

using UnityEngine;
namespace TTTSC.Player.Character.Controller
{
public class CharacterMovementConfig : MonoBehaviour
{
public Rigidbody characterRigidbody; // Rigidbody that will be used for moving character around
[Header("On Ground")]
public float moveForce; // This value controlls at what speed your character walks
public float moveCounterForce; // This value controlls at what speed your character walks
public float crouchMoveForce; // This value controlls how much slower are you while crouching (equasion: walkSpeed / crouchSpeedDecrease)
public float crouchMoveCounterForce; // This value controlls how much slower are you while crouching (equasion: walkSpeed / crouchSpeedDecrease)
public float sprintMoveForce; // This value controlls how much faster are you while sprinting (equasion: walkSpeed * sprintSpeedIncrease)
public float sprintMoveCounterForce; // This value controlls h ow much faster are you while sprinting (equasion: walkSpeed * sprintSpeedIncrease)
public float ladderClimbingForce; // This value controlls how fast dose the character climb ladders
public float desieredHoverHight;
public float crouchHeight; // This value controlls the hight of player when crouched
public float crouchSmoothing; // This value controlls the transition speed of standing to crouch and viceversa
public bool allowSprint; // bool for enabling sprint
public float jumpForce; // This value controlls character's jump height
[Header("Drag")]
public float idleDrag;
public float moveDrag;
public float inAirDrag;
[Header("Hover")]
public float groundCheckLength;
public float hoverStrenght;
public float hoverDampening;
[Header("Misc")]
public float airControlForce; // This value controlls strenght of the force applied to the player when in the air
public float airControlCounterForce; // This value controlls strenght of the force applied to the player when in the air
public float lookVerticalSpeed; // This value controlls vertical looking speed
public float lookHorizontalSpeed; // This value controlls horizontal looking speed
public float aimVerticalSpeed; // This value controlls vertical looking speed while aiming down the sight
public float aimHorizontalSpeed; // This value controlls horizontal looking speed while aiming down the sight
}
}