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It says I have to go to the input manager and input the following code and I don't know how to do that./ Help Please? Anybody/

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using UnityEngine; using System.Collections; [RequireComponent(typeof(CharacterController))] public class PlayerMovement : MonoBehaviour { public bool canControl = true; public float runSpeed = 5.0f; public float sprintSpeed = 8.0f; public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1.5f), new Keyframe(0, 1), new Keyframe(90, 0)); public float crouchSpeedModifier = 0.55f; public float normalHeight = 1.75f; public float crouchHeight = 1.0f; public float gravity = 9.81f; public float maxFallSpeed = 100.0f; public float jumpHeight = 2.0f; public LayerMask crouchDetect; public float pushPower = 1.6f; [HideInInspector] public CollisionFlags collisionFlags; [HideInInspector] public bool grounded; [HideInInspector] public bool sprinting; [HideInInspector] public bool crouching; [HideInInspector] public bool inAir; [HideInInspector] public bool floating; [HideInInspector] public float impactVelocity; [HideInInspector] public CharacterController controller; private bool dontStand = false; private RaycastHit ds; private float moveSpeedAim; private float curSpeed; private Vector3 moveDirection; void Start() { controller = GetComponent(); moveSpeedAim = 1; } void LateUpdate() { if(!grounded) { impactVelocity = -controller.velocity.y; floating = true; } } void Update() { grounded = controller.isGrounded; if(grounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal") * moveSpeedAim, -1, Input.GetAxis("Vertical") * moveSpeedAim); if(moveDirection != Vector3.zero) { float directionLength = moveDirection.magnitude; moveDirection /= directionLength; directionLength = Mathf.Min(1, directionLength); directionLength = Mathf.Pow(directionLength, 2); moveDirection *= directionLength; } moveDirection = transform.TransformDirection(moveDirection); if(Input.GetButton("Run") && Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") > 0 && !crouching && controller.velocity.magnitude > 0.5f) { moveDirection *= sprintSpeed; sprinting = true; } else if(crouching && !sprinting) { moveDirection *= runSpeed * crouchSpeedModifier; } else { moveDirection *= runSpeed; sprinting = false; } if(Input.GetButton("Jump")) { moveDirection.y = jumpHeight; } if(Physics.Raycast(transform.position, transform.up, out ds, (controller.height * 0.5f) + 0.1f, crouchDetect.value)) { dontStand = true; } else { dontStand = false; } if(!sprinting) { if(Input.GetButton("Crouch")) { controller.height = Mathf.Lerp(controller.height, crouchHeight, Time.deltaTime * 6); controller.center = new Vector3(0, Mathf.Lerp(controller.center.y, -((normalHeight - crouchHeight) / 2), Time.deltaTime * 6), 0); GameObject.Find("Head").SendMessage("CrouchMoveY", -(normalHeight - crouchHeight)); crouching = true; } if(!Input.GetButton("Crouch") && !dontStand){ controller.height = Mathf.Lerp(controller.height, normalHeight, Time.deltaTime * 6); controller.center = new Vector3(0, Mathf.Lerp(controller.center.y, 0, Time.deltaTime * 6), 0); GameObject.Find("Head").SendMessage("CrouchMoveY", 0.0f); crouching = false; } } } else { inAir = true; } if(moveDirection.y > -maxFallSpeed) { moveDirection.y -= Time.deltaTime * gravity; } controller.Move(moveDirection * Time.deltaTime); } void OnControllerColliderHit (ControllerColliderHit hit) { } public void SlowWhenAim(float spd) { moveSpeedAim = spd; } }

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