Genesis Game Client Project Setup

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2026-03-13 12:43:28 +09:00
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
public class PT_MouseLook : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
private float xRotation = 0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
void Update()
{
// ── Input ────────────────────────────────────────────────────────────
float mouseX = 0f;
float mouseY = 0f;
#if ENABLE_INPUT_SYSTEM
// New Input System (Unity 6 / package com.unity.inputsystem)
var mouse = Mouse.current;
if (mouse != null)
{
// Mouse.current.delta is already in pixels/frame — no Time.deltaTime needed,
// but we keep the same scaling feel as the legacy path by dividing by a
// reference frame-time (0.02 ≈ 50 fps) so sensitivity values stay comparable.
Vector2 delta = mouse.delta.ReadValue();
mouseX = delta.x * mouseSensitivity * 0.02f;
mouseY = delta.y * mouseSensitivity * 0.02f;
}
#elif ENABLE_LEGACY_INPUT_MANAGER
// Legacy Input Manager (Unity 2022 and earlier)
mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
#endif
// ─────────────────────────────────────────────────────────────────────
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
public class PT_PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 3;
public float gravity = -9.18f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
// ── Input ────────────────────────────────────────────────────────────
float x = 0f;
float z = 0f;
bool sprint = false;
bool jumpDown = false;
#if ENABLE_INPUT_SYSTEM
// New Input System (Unity 6 / package com.unity.inputsystem)
var kb = Keyboard.current;
if (kb != null)
{
if (kb.wKey.isPressed) z = 1f;
if (kb.sKey.isPressed) z = -1f;
if (kb.aKey.isPressed) x = -1f;
if (kb.dKey.isPressed) x = 1f;
sprint = kb.leftShiftKey.isPressed;
jumpDown = kb.spaceKey.wasPressedThisFrame;
}
#elif ENABLE_LEGACY_INPUT_MANAGER
// Legacy Input Manager (Unity 2022 and earlier)
x = Input.GetAxis("Horizontal");
z = Input.GetAxis("Vertical");
sprint = Input.GetKey(KeyCode.LeftShift);
jumpDown = Input.GetButtonDown("Jump");
#endif
// ─────────────────────────────────────────────────────────────────────
speed = (sprint && isGrounded) ? 10f : 5f;
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (jumpDown && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
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