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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. public class PlayerController : MonoBehaviour
  6. {
  7.  
  8.     Animator animator;
  9.     Rigidbody2D rb2d;
  10.     SpriteRenderer spriteRenderer;
  11.  
  12.     bool isGrounded;
  13.     bool isIdle;
  14.     bool isDuck;
  15.     bool isRunningLeft;
  16.     bool isRunningRight;
  17.  
  18.     [SerializeField]
  19.     Transform groundCheck;
  20.  
  21.     [SerializeField]
  22.     private float runspeed = 1.5f;
  23.  
  24.     [SerializeField]
  25.     private float jumpspeed = 4f;
  26.  
  27.     // Start is called before the first frame update
  28.     void Start()
  29.     {
  30.         animator = GetComponent<Animator>();
  31.         rb2d = GetComponent<Rigidbody2D>();
  32.         spriteRenderer = GetComponent<SpriteRenderer>();
  33.  
  34.     }
  35.  
  36.     // Update is called once per frame
  37.    
  38.     void Update()
  39.     {
  40.         if(Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground")) ||
  41.           (Physics2D.Linecast(transform.position, groundCheckL.position, 1 << LayerMask.NameToLayer("Ground")) ||
  42.           (Physics2D.Linecast(transform.position, groundCheckR.position, 1 << LayerMask.NameToLayer("Ground")))))
  43.         {
  44.             isGrounded = true;
  45.         }
  46.         else
  47.         {
  48.             isGrounded = false;
  49.             animator.Play("Player_jump");
  50.         }
  51.         print("isGrounded:" + isGrounded);
  52.         if (Input.GetKey("right") && !isDuck)
  53.         {
  54.             rb2d.velocity = new Vector2(runspeed, rb2d.velocity.y);
  55.  
  56.             if (isGrounded)
  57.                 animator.Play("Player_walk");
  58.  
  59.             spriteRenderer.flipX = false;
  60.         }
  61.  
  62.         else if (Input.GetKey("left") && !isDuck)
  63.         {
  64.             rb2d.velocity = new Vector2(-runspeed, rb2d.velocity.y);
  65.  
  66.             if (isGrounded)
  67.                 animator.Play("Player_walk");
  68.  
  69.             spriteRenderer.flipX = true;
  70.         }
  71.  
  72.         else
  73.         {
  74.             rb2d.velocity = new Vector2(0, rb2d.velocity.y);
  75.             if (isGrounded && !isDuck && !isRunningLeft && !isRunningRight)
  76.             {
  77.                 animator.Play("Player_idle");
  78.             }
  79.            
  80.         }
  81.  
  82.         if (Input.GetKey("down") && isGrounded && !isRunningLeft && !isRunningRight)
  83.         {
  84.             isDuck = true;
  85.             animator.Play("Player_duck");
  86.         }
  87.         //else if (Input.GetKeyUp("down") && isGrounded && !isRunningLeft && !isRunningRight)
  88.         //{
  89.             //isDuck = false;
  90.             //animator.Play("Player_idle");
  91.         //}
  92.         else
  93.         {
  94.             isDuck = false;
  95.         }
  96.        
  97.  
  98.         if (Input.GetKeyDown("space") && isGrounded )
  99.         {
  100.             rb2d.velocity = new Vector2(rb2d.velocity.x, jumpspeed);
  101.             animator.Play("Player_jump");
  102.         }
  103.  
  104.     }
  105.  
  106. }
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