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Question by osh307 · Nov 12, 2014 at 10:25 AM · characterflightfly

Help combining 2 scripts

Hey guys/gals. I need help combining 2 javascripts I have written into 1 javascript (if possible).

The first script is a character movement script:

 private var jumpSpeed:float = 12.0;
 private var gravity:float = 32.0;
 private var runSpeed:float = 15.0;
 private var walkSpeed:float = 45.0;
 private var rotateSpeed:float = 150.0;
 
 private var grounded:boolean = false;
 private var moveDirection:Vector3 = Vector3.zero;
 private var isWalking:boolean = false;
 
 static var dead : boolean = false;
 
 function Update ()
 {
     // Only allow movement and jumps while grounded
     if(grounded) 
     {
         moveDirection = new Vector3((Input.GetMouseButton(1) ? Input.GetAxis("Horizontal") : 0),0,Input.GetAxis("Vertical"));
         // if moving forward and to the side at the same time, compensate for distance
         if(Input.GetMouseButton(1) && Input.GetAxis("Horizontal") && Input.GetAxis("Vertical")) 
         {
             moveDirection *= .7;
         }
     
         moveDirection = transform.TransformDirection(moveDirection);
         moveDirection *= isWalking ? walkSpeed : runSpeed;
         
         if (Input.GetKeyDown(KeyCode.Space))
         {
             moveDirection.y = jumpSpeed;
         }
     }
 
     //Allow turning at anytime. Keep the character facing in the same direction as the Camera if the right mouse button is down.
     if(Input.GetMouseButton(1)) 
     {
         transform.rotation = Quaternion.Euler(0,Camera.main.transform.eulerAngles.y,0);
     }
     else
     {
         transform.Rotate(0,Input.GetAxis("Horizontal") * rotateSpeed * Time.deltaTime, 0);
     }
     
     //Toggle walking/running with the Left Shift key
     if(Input.GetKeyDown(KeyCode.LeftShift))
     {
         isWalking = !isWalking;
     }
 
     //Apply gravity
     moveDirection.y -= gravity * Time.deltaTime;
 
     //Move controller
     var controller:CharacterController = GetComponent(CharacterController);
     var flags = controller.Move(moveDirection * Time.deltaTime);
     grounded = (flags & CollisionFlags.Below) != 0;
 }
 
 @script RequireComponent(CharacterController)

I am quite happy with how this script turned out, but if you have any suggestions please post em.

The second script I put together quite quickly, as a proof of concept and it works well for what I need. This script simply allows my character to "fly" (move in whatever direction the camera is looking):

 #pragma strict
 
 //Acceleration, deceleration, maximum speed
 private static var acc = 0.5;
 private static var decel = 0.75;
 private static var max_speed = 25.0;   
  
 private var fly_speed = 0.0;
 public var cam : GameObject;
 private var moveDirection = Vector3.zero;
  
 function FixedUpdate() {
  
     //move direction is set to where the camera is looking at
     moveDirection = cam.transform.forward;
    
     //Accelerate if "f" key is pressed, decelerate if not
     if (Input.GetKey ("f"))
     {
         fly_speed += acc;
     }
     else
     {
         fly_speed -= decel;
     }
    
     //Debug.Log(fly_speed);
    
     // Clamp speed between 0 and maximum speed
     fly_speed = Mathf.Clamp(fly_speed,0,max_speed);
                        
     // Move the controller
     var controller : CharacterController = GetComponent(CharacterController);
     var flags = controller.Move(moveDirection * fly_speed * Time.deltaTime);
  
 }
  
 @script RequireComponent(CharacterController)

I would like to combine these 2 scripts. I have been trying for the last few days but have had no success.

Again, any suggestions or ideas would be helpful. Thx

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