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using Photon.Pun;
using System.Collections;
using UnityEngine;
Animator anim;
Transform cameraTransform;
float Fixed_time;
AudioSource audio_source;
//audio clips
1
GameObject characterController;
void Start()
StartCoroutine("WaitTillLanded");
audio_source = GetComponent<AudioSource>();
if (!anim == gameObject.GetComponent<Animator>())
anim = gameObject.GetComponent<Animator>();
else
cameraTransform = playerCamera.GetComponent<Transform>();
// if(!PV.IsMine)
// {
// //playerCamera.SetActive(false);
// }
2
IEnumerator WaitTillLanded()
startGame = true;
void Update()
if (startGame)
Fixed_time += Time.deltaTime;
if (!iS_crouch)
StartCoroutine("wait");
Input_AnimationControl();
else
StartCoroutine("wait1");
Crouch_AnimationControl();
3
MouseLook();
Fixed_time = 0f;
iS_crouch = true;
if (!anim)
if (Input.GetMouseButtonDown(0))
4
anim.SetTrigger("Aim");
else
if (Input.GetMouseButtonUp(0))
anim.SetTrigger("Aim");
if (Input.GetKeyDown(KeyCode.S))
audio_source.PlayOneShot(Running_SFX, 1f);
anim.SetFloat("Backward", 1f);
if (Input.GetKey(KeyCode.Space))
anim.SetTrigger("Jump");
else
if (Input.GetKeyUp(KeyCode.S))
audio_source.Stop();
5
anim.SetFloat("Backward", 0);
if (Input.GetKeyDown(KeyCode.A))
audio_source.PlayOneShot(Running_SFX, 1f);
anim.SetFloat("Leftside", 1f);
if (Input.GetKey(KeyCode.Space))
anim.SetTrigger("Jump");
else
if (Input.GetKeyUp(KeyCode.A))
audio_source.Stop();
anim.SetFloat("Leftside", 0);
if (Input.GetKeyDown(KeyCode.D))
audio_source.PlayOneShot(Running_SFX, 1f);
6
anim.SetFloat("Rightside", 1f);
else
if (Input.GetKeyUp(KeyCode.D))
audio_source.Stop();
anim.SetFloat("Rightside", 0);
if (Input.GetKeyDown(KeyCode.W))
audio_source.PlayOneShot(Running_SFX, 1f);
anim.SetFloat("Forward", 1f);
else
if (Input.GetKeyUp(KeyCode.W))
audio_source.Stop();
anim.SetFloat("Forward", 0);
if (Input.GetKey(KeyCode.Space))
7
anim.Play("Jump");
anim.SetLayerWeight(3, 1f);
//anim.SetFloat("Crouch", 1f);
anim.SetBool("CrouchB", true);
iS_crouch = false;
Fixed_time = 0f;
// anim.SetFloat("Crouch", 0f);
anim.SetBool("CrouchB", false);
anim.SetLayerWeight(3, 0f);
if (!anim)
8
if (Input.GetMouseButtonDown(0))
anim.SetTrigger("Aim");
if (Input.GetMouseButtonUp(0))
anim.SetTrigger("Aim");
// StartCoroutine("AimToNormal");
else
if (Input.GetMouseButtonUp(0))
anim.SetTrigger("Aim");
// StartCoroutine("AimToNormal");
if (Input.GetKeyDown(KeyCode.S))
9
audio_source.PlayOneShot(Crouch_SFX, 1f);
anim.SetFloat("Backward", 1f);
if (Input.GetKey(KeyCode.Space))
anim.SetTrigger("Jump");
else
if (Input.GetKeyUp(KeyCode.S))
audio_source.Stop();
anim.SetFloat("Backward", 0);
if (Input.GetKeyDown(KeyCode.A))
audio_source.PlayOneShot(Crouch_SFX, 1f);
anim.SetFloat("Leftside", 1f);
if (Input.GetKey(KeyCode.Space))
anim.SetTrigger("Jump");
10
}
else
if (Input.GetKeyUp(KeyCode.A))
audio_source.Stop();
anim.SetFloat("Leftside", 0);
if (Input.GetKeyDown(KeyCode.D))
audio_source.PlayOneShot(Crouch_SFX, 1f);
anim.SetFloat("Rightside", 1f);
else
if (Input.GetKeyUp(KeyCode.D))
audio_source.Stop();
anim.SetFloat("Rightside", 0);
if (Input.GetKeyDown(KeyCode.W))
11
audio_source.PlayOneShot(Crouch_SFX, 1f);
anim.SetFloat("Forward", 1f);
else
if (Input.GetKeyUp(KeyCode.W))
audio_source.Stop();
anim.SetFloat("Forward", 0);
if (Input.GetKey(KeyCode.Space))
anim.Play("Jump");
void MouseLook()
cameraTransform.Rotate(Vector3.left * currentCameraRotation *
mouseSensitivityUpAndDown);
12
if (Input.GetMouseButtonDown(0))
else
if (Input.GetMouseButtonUp(0))
IEnumerator wait()
IEnumerator wait1()
IEnumerator AimToNormal()
13
anim.SetTrigger("Aim");
14