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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MarshController : MonoBehaviour
{
[SerializeField] private float speed = 5.0f;
private Rigidbody myRB;
// Start is called before the first frame update
void Start()
{
Debug.Log("Marshall is now living");
}
// Update is called once per frame
void Update()
{
myRB = GetComponent<Rigidbody>();
myRB.isKinematic = false;
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
Debug.Log("Marsh's moving forward");
transform.position += new Vector3(0f, 0f, speed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
Debug.Log("Marsh's moving backward");
transform.position += new Vector3(0f, 0f, -speed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
Debug.Log("Marsh's moving right");
transform.position += new Vector3(speed * Time.deltaTime, 0f, 0f);
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
Debug.Log("Marsh's moving left");
transform.position += new Vector3(-speed * Time.deltaTime, 0f, 0f);
}
if (Input.GetButtonDown("Jump"))
{
Debug.Log("\tPreparing to jump");
transform.localScale += new Vector3(0f, -.25f, 0f);
}
if (Input.GetButtonUp("Jump"))
{
Debug.Log("\tNow jumping!!!");
transform.localScale += new Vector3(0f, .25f, 0f);
myRB.isKinematic = true;
transform.position += new Vector3(0f, 2f, 0f);
myRB.isKinematic = false;
}
}
private void OnDestroy()
{
Debug.Log("\tOh no! Marshall is now dead! :(");
}
}
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