using UnityEngine; namespace Fragsurf.Movement { [System.Serializable] public class MovementConfig { [Header ("Jumping and gravity")] public bool autoBhop = true; public float gravity = 20f; public float jumpForce = 6.5f; [Header ("General physics")] public float friction = 6f; public float maxSpeed = 6f; public float maxVelocity = 50f; [Range (30f, 75f)] public float slopeLimit = 45f; [Header ("Air movement")] public bool clampAirSpeed = true; public float airCap = 0.4f; public float airAcceleration = 12f; public float airFriction = 0.4f; [Header ("Ground movement")] public float walkSpeed = 7f; public float sprintSpeed = 12f; public float acceleration = 14f; public float deceleration = 10f; [Header ("Crouch movement")] public float crouchSpeed = 4f; public float crouchAcceleration = 8f; public float crouchDeceleration = 4f; public float crouchFriction = 3f; [Header ("Sliding")] public float minimumSlideSpeed = 9f; public float maximumSlideSpeed = 18f; public float slideSpeedMultiplier = 1.75f; public float slideFriction = 14f; public float downhillSlideSpeedMultiplier = 2.5f; public float slideDelay = 0.5f; [Header ("Underwater")] public float swimUpSpeed = 12f; public float underwaterSwimSpeed = 3f; public float underwaterAcceleration = 6f; public float underwaterDeceleration = 3f; public float underwaterFriction = 2f; public float underwaterGravity = 6f; public float underwaterVelocityDampening = 2f; } }