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
41 lines
No EOL
3.9 KiB
C#
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
|
|
}
|
|
} |