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using UnityEngine;
namespace Rewired.Demos;
[AddComponentMenu("")]
[RequireComponent(typeof(CharacterController))]
public class CustomControllerDemo_Player : MonoBehaviour
{
public int playerId;
public float speed = 1f;
public float bulletSpeed = 20f;
public GameObject bulletPrefab;
private Player _player;
private CharacterController cc;
private Player player
{
get
{
if (_player == null)
{
_player = ReInput.players.GetPlayer(playerId);
}
return _player;
}
}
private void Awake()
{
cc = GetComponent<CharacterController>();
}
private void Update()
{
if (ReInput.isReady)
{
Vector2 vector = new Vector2(player.GetAxis("Move Horizontal"), player.GetAxis("Move Vertical"));
cc.Move(vector * speed * Time.deltaTime);
if (player.GetButtonDown("Fire"))
{
Vector3 vector2 = Vector3.Scale(new Vector3(1f, 0f, 0f), base.transform.right);
Object.Instantiate(bulletPrefab, base.transform.position + vector2, Quaternion.identity).GetComponent<Rigidbody>().velocity = new Vector3(bulletSpeed * base.transform.right.x, 0f, 0f);
}
if (player.GetButtonDown("Change Color"))
{
Renderer component = GetComponent<Renderer>();
Material material = component.material;
material.color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f), 1f);
component.material = material;
}
}
}
}
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