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using System.

Collections;
using System.Collections.Generic;
using UnityEngine;

public class NuevoMetodo : MonoBehaviour


{
public Camera cam;
public float speedH;
public float speedV;
float ejeV, ejeH;

public float rotmax;


public float rotMin;

//Para Controlar La al Player


CharacterController cc;

public float speedMov;


public float jump;
public float gravity;

public bool isSprinting;


public float sprintingSpeedMultiplayer = 1.5f;
private float sprintSpeed = 1;

public float staminaUseAmount = 5;


private StaminaBar staminaSlider;

Vector3 mov = Vector3.zero;

void Start()
{
staminaSlider = FindObjectOfType<StaminaBar>();
cc = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;

void Update()
{
//Para Controlar La Camara
ejeH = speedH * Input.GetAxis("Mouse X");
ejeV += speedV * Input.GetAxis("Mouse Y");

cam.transform.localEulerAngles = new Vector3(-ejeV, 0, 0);


transform.Rotate(0, ejeH, 0);
ejeV = Mathf.Clamp(ejeV, rotMin, rotmax);

//Para Controlar el Movimiento


if (cc.isGrounded)
{
mov = new Vector3(Input.GetAxis("Horizontal"), 0.0f,
Input.GetAxis("Vertical"));

mov = transform.TransformDirection(mov) * speedMov;


if (Input.GetKey(KeyCode.Space))
{
mov.y = jump;
}
}

mov.y -= gravity * Time.deltaTime;


cc.Move(mov * Time.deltaTime * sprintSpeed);

RunCheck();

public void RunCheck()


{
if(Input.GetKeyDown(KeyCode.LeftShift))
{
isSprinting = !isSprinting;
if(isSprinting==true)
{
staminaSlider.UseStamina(staminaUseAmount);
}
else
{
staminaSlider.UseStamina(0);
}
}
if (isSprinting == true)
{
sprintSpeed = sprintingSpeedMultiplayer;
}
else
{
sprintSpeed = 1;
}
}
}

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