feat: scene built, basic function completed
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@@ -1,52 +1,59 @@
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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 Moving : MonoBehaviour
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{
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public float speed = 5f;
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[SerializeField]
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private Rigidbody rb;
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[SerializeField]
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private float jumpForce = 5f;
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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Vector3 direction = Vector3.zero;
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if (Input.GetKey(KeyCode.W))
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direction += Vector3.forward;
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if (Input.GetKey(KeyCode.S))
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direction += Vector3.back;
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if (Input.GetKey(KeyCode.A))
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direction += Vector3.left;
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if (Input.GetKey(KeyCode.D))
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direction += Vector3.right;
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if (Input.GetKeyDown(KeyCode.Space))
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rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
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if (Input.GetKey(KeyCode.LeftControl))
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Debug.Log("left ctrl active");
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direction = direction.normalized;
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transform.position += direction * (speed * Time.deltaTime);
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}
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}
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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 Moving : MonoBehaviour
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{
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public float speed = 5f;
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[SerializeField]
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private Rigidbody rb;
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[SerializeField]
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private float jumpForce = 5f;
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void Awake(){
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rb = GetComponent<Rigidbody>();
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}
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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Vector3 direction = Vector3.zero;
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if (Input.GetKey(KeyCode.W))
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direction += Vector3.forward;
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if (Input.GetKey(KeyCode.S))
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direction += Vector3.back;
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if (Input.GetKey(KeyCode.A))
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direction += Vector3.left;
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if (Input.GetKey(KeyCode.D))
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direction += Vector3.right;
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if (Input.GetKeyDown(KeyCode.Space))
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rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
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if (Input.GetKey(KeyCode.LeftControl))
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Debug.Log("left ctrl active");
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direction = direction.normalized;
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transform.position += direction * (speed * Time.deltaTime);
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}
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}
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