【无标题】摄像机运动,player运动

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

public class Cameramove : MonoBehaviour
{
    public float mouseSensitiviy = 100f;
    public Transform playerboby;

    
    public float yRotation = 0f;
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        float x = Input.GetAxis("Mouse X")*mouseSensitiviy *Time.deltaTime;
        float y = Input.GetAxis("Mouse Y") *mouseSensitiviy *Time.deltaTime ;
       
        yRotation -= y ;

        transform.localRotation = Quaternion.Euler(yRotation, 0f,0f);
        playerboby.Rotate(Vector3.up * x);

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

public class playermovement : MonoBehaviour
{
    private CharacterController characterController;
    public float walkspeed = 10f;
    public float runSpeed=15f;
    public float speed;
    public Vector3 movedirction;
    public KeyCode runinputname;
    public float jumpforce = 3f;
    public Vector3 velocity;
    public string jumpinputname = "Jump";
    public bool isrun;
    public bool isjump;
    // Start is called before the first frame update
    private void Start()
    {
        characterController = GetComponent<CharacterController>();
        runinputname = KeyCode.LeftShift ;



    }

    // Update is called once per frame
    private void Update()
    {
        Move(); 

    }
    public void Move()
    {
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
        movedirction = (transform.right *h+transform .forward *v );
        isrun=Input.GetKey(runinputname);
        if(isrun){ speed = runSpeed; }
        else { speed = walkspeed; };
        characterController.Move(movedirction * speed * Time.deltaTime);
        Jump();
        characterController.Move(velocity *Time.deltaTime);
    }
    public void Jump ()
    {
        isjump = Input.GetButtonDown(jumpinputname);
        if (isjump ) { velocity.y = jumpforce * 1; };

    }
}

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