using UnityEngine; public class PlayerMovement : MonoBehaviour { public CharacterController controller; public Transform modelTransform; public Transform foamGeneratorParent; public float rotationSpeed = 5f; public float speed = 12f; public float gravity = -10f; public float jumpHeight = 2f; public Transform groundCheck; public float groundDistance = 0.4f; public LayerMask groundMask; private Vector3 velocity; private bool isGrounded; private void Update() { float num = 0f - Input.GetAxis("Horizontal"); float num2 = 0f - Input.GetAxis("Vertical"); bool buttonDown = Input.GetButtonDown("Jump"); isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); if (isGrounded && velocity.y < 0f) { velocity.y = -2f; } Vector3 value = base.transform.right * num + base.transform.forward * num2; value = Vector3.Normalize(value); controller.Move(value * speed * Time.deltaTime); if (buttonDown && isGrounded) { velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity); } velocity.y += gravity * Time.deltaTime; controller.Move(velocity * Time.deltaTime); if (value != Vector3.zero) { Quaternion to = Quaternion.LookRotation(value, Vector3.up); modelTransform.rotation = Quaternion.RotateTowards(modelTransform.rotation, to, rotationSpeed * Time.deltaTime); } foamGeneratorParent.localScale = Vector3.one * value.magnitude; } }