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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FirstPersonControllerScript : MonoBehaviour {
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public float speed = 6.0F;
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public float jumpSpeed = 8.0F;
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public float gravity = 20.0F;
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private Vector3 moveDirection = Vector3.zero;
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float yRotation;
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float xRotation;
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float lookSensitivity = 2;
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float currentXRotation;
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float currentYRotation;
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float yRotationV;
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float xRotationV;
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float lookSmoothnes = 0.1f;
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void Start(){
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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void Update() {
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CharacterController controller = GetComponent<CharacterController>();
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if (controller.isGrounded) {
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moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
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moveDirection = transform.TransformDirection(moveDirection);
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moveDirection *= speed;
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if (Input.GetButton("Jump"))
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moveDirection.y = jumpSpeed;
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}
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moveDirection.y -= gravity * Time.deltaTime;
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controller.Move(moveDirection * Time.deltaTime);
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yRotation += Input.GetAxis("Mouse X") * lookSensitivity;
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xRotation -= Input.GetAxis("Mouse Y") * lookSensitivity;
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xRotation = Mathf.Clamp(xRotation, -80, 100);
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currentXRotation = Mathf.SmoothDamp(currentXRotation, xRotation, ref xRotationV, lookSmoothnes);
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currentYRotation = Mathf.SmoothDamp(currentYRotation, yRotation, ref yRotationV, lookSmoothnes);
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transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
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}
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}
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