// Update is called once per frame void Update() { if (!levelManagement.isGameOver()) { float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime; float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime; xRotation -= mouseY; xRotation = Mathf.Clamp(xRotation, -90f, 90f); transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f); playerBody.Rotate(Vector3.up * mouseX); } }
// Update is called once per frame void Update() { if (!levelManagement.isGameOver()) { if (controller.isGrounded && velocity.y < 0) { velocity.y = -2f; } float x = Input.GetAxis("Horizontal"); float z = Input.GetAxis("Vertical"); Vector3 move = transform.right * x + transform.forward * z; controller.Move(move * speed * Time.deltaTime); velocity.y += g * Time.deltaTime; controller.Move(velocity * Time.deltaTime); } }