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- using UnityEngine;
- public class PlatformerCharacter2D : MonoBehaviour
- {
- bool facingRight = true; // For determining which way the player is currently facing.
- [SerializeField]
- float maxSpeed = 10f; // The fastest the player can travel in the x axis.
- [SerializeField]
- float jumpForce = 400f; // Amount of force added when the player jumps.
- //[Range(0, 1)]
- //[SerializeField]
- //float crouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
- [SerializeField]
- bool airControl = false; // Whether or not a player can steer while jumping;
- [SerializeField]
- LayerMask whatIsGround; // A mask determining what is ground to the character
- Transform groundCheck; // A position marking where to check if the player is grounded.
- float groundedRadius = .3f; // Radius of the overlap circle to determine if grounded
- bool grounded = false; // Whether or not the player is grounded.
- //Transform ceilingCheck; // A position marking where to check for ceilings
- //float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
- Animator anim; // Reference to the player's animator component.
- bool doubleJump = false;
- void Awake()
- {
- // Setting up references.
- groundCheck = transform.Find("GroundCheck");
- //ceilingCheck = transform.Find("CeilingCheck");
- anim = GetComponent<Animator>();
- }
- void FixedUpdate()
- {
- // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
- grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
- anim.SetBool("Ground", grounded);
- if (grounded)
- doubleJump = false;
- // Set the vertical animation
- anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
- }
- public void Move(float move, bool crouch, bool jump)
- {
- //// If crouching, check to see if the character can stand up
- //if (!crouch && anim.GetBool("Crouch"))
- //{
- // // If the character has a ceiling preventing them from standing up, keep them crouching
- // if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
- // crouch = true;
- //}
- //// Set whether or not the character is crouching in the animator
- //anim.SetBool("Crouch", crouch);
- //only control the player if grounded or airControl is turned on
- if (grounded || airControl)
- {
- //// Reduce the speed if crouching by the crouchSpeed multiplier
- //move = (crouch ? move * crouchSpeed : move);
- // The Speed animator parameter is set to the absolute value of the horizontal input.
- anim.SetFloat("Speed", Mathf.Abs(move));
- // Move the character
- rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
- // If the input is moving the player right and the player is facing left...
- if (move > 0 && !facingRight)
- // ... flip the player.
- Flip();
- // Otherwise if the input is moving the player left and the player is facing right...
- else if (move < 0 && facingRight)
- // ... flip the player.
- Flip();
- }
- // If the player should jump...
- if ((grounded || !doubleJump) && jump)
- {
- // Add a vertical force to the player.
- anim.SetBool("Ground", false);
- if (!grounded)
- doubleJump = true;
- rigidbody2D.velocity = new Vector2(rigidbody2D.velocity.x, 0);
- rigidbody2D.AddForce(new Vector2(0f, jumpForce));
- }
- }
- void Flip()
- {
- // Switch the way the player is labelled as facing.
- facingRight = !facingRight;
- // Multiply the player's x local scale by -1.
- Vector3 theScale = transform.localScale;
- theScale.x *= -1;
- transform.localScale = theScale;
- }
- }
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