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- using UnityEngine;
- using System.Collections;
- public class CrossyPlayer : MonoBehaviour {
- float amount = 0.70f;
- //RayCasting things
- float lenghtRayX;
- float lenghtRayY;
- Vector2 origin;
- //CollisionThings
- bool collidingUp = false;
- bool collidingDown = false;
- bool collidingRight = false;
- bool collidingLeft = false;
- // Use this for initialization
- void Start () {
- lenghtRayX = GetComponent<Collider2D>().bounds.extents.x * 2;
- lenghtRayY = GetComponent<Collider2D>().bounds.extents.y * 2;
- origin = transform.position;
- }
- // Update is called once per frame
- void Update () {
- IsCollidingDown();
- IsCollidingUp();
- if ((Input.GetKeyDown("up") || Input.GetKeyDown(KeyCode.W)) && !collidingUp )
- {
- transform.position = new Vector2(transform.position.x, transform.position.y + amount); ;
- }
- if ((Input.GetKeyDown("down") || Input.GetKeyDown(KeyCode.S)) && !collidingDown)
- {
- transform.position = new Vector2(transform.position.x, transform.position.y - amount); ;
- }
- if (Input.GetKeyDown("left") || Input.GetKeyDown(KeyCode.A))
- {
- transform.position = new Vector2(transform.position.x - amount, transform.position.y); ;
- }
- if (Input.GetKeyDown("right") || Input.GetKeyDown(KeyCode.D))
- {
- transform.position = new Vector2(transform.position.x + amount, transform.position.y ); ;
- }
- }
- void IsCollidingUp()
- {
- origin = transform.position;
- Vector2 direction = Vector2.up ;
- Ray2D ray = new Ray2D(origin, direction);
- Debug.DrawRay(ray.origin, ray.direction, Color.yellow);
- RaycastHit2D hit = Physics2D.Raycast(origin, direction);
- if (hit.collider.tag == "Bounds")
- {
- Debug.Log("Collision");
- collidingUp = true;
- }
- collidingUp = false;
- }
- void IsCollidingDown()
- {
- origin = transform.position;
- Vector2 direction = Vector2.down;
- Ray2D ray = new Ray2D(origin, direction);
- Debug.DrawRay(origin, direction, Color.yellow);
- RaycastHit2D hit = Physics2D.Raycast(origin,direction);
- if (hit.collider.tag == "Bounds")
- {
- Debug.Log("Collision");
- collidingDown = true;
- }
- collidingDown = false;
- }
- }
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