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- using UnityEngine;
- using UnityEngine.Events;
- public class CharacterController2D : MonoBehaviour {
- [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
- [Range (0, 1)][SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
- [Range (0, .3f)][SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
- [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
- [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
- [SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
- [SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
- [SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
- public int NumberOfJumps; // int describing number of jumps done
- public int MaxJumps; // max number of jumps
- const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
- public bool m_Grounded; // Whether or not the player is grounded.
- const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
- private Rigidbody2D m_Rigidbody2D;
- private bool m_FacingRight = true; // For determining which way the player is currently facing.
- private Vector3 m_Velocity = Vector3.zero;
- [Header ("Events")]
- [Space]
- public UnityEvent OnLandEvent;
- [System.Serializable]
- public class BoolEvent : UnityEvent<bool> { }
- public BoolEvent OnCrouchEvent;
- private bool m_wasCrouching = false;
- private void Awake () {
- m_Rigidbody2D = GetComponent<Rigidbody2D> ();
- if (OnLandEvent == null)
- OnLandEvent = new UnityEvent ();
- if (OnCrouchEvent == null)
- OnCrouchEvent = new BoolEvent ();
- }
- private void FixedUpdate () {
- bool wasGrounded = m_Grounded;
- m_Grounded = false;
- // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
- // This can be done using layers instead but Sample Assets will not overwrite your project settings.
- Collider2D[] colliders = Physics2D.OverlapCircleAll (m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
- for (int i = 0; i < colliders.Length; i++) {
- if (colliders[i].gameObject != gameObject) {
- m_Grounded = true;
- NumberOfJumps = 0;
- if (!wasGrounded)
- OnLandEvent.Invoke ();
- }
- }
- }
- public void Move (float move, bool crouch, bool jump) {
- // If crouching, check to see if the character can stand up
- if (!crouch) {
- // If the character has a ceiling preventing them from standing up, keep them crouching
- if (Physics2D.OverlapCircle (m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) {
- crouch = true;
- }
- }
- //only control the player if grounded or airControl is turned on
- if (m_Grounded || m_AirControl) {
- // If crouching
- if (crouch) {
- if (!m_wasCrouching) {
- m_wasCrouching = true;
- OnCrouchEvent.Invoke (true);
- }
- // Reduce the speed by the crouchSpeed multiplier
- move *= m_CrouchSpeed;
- // Disable one of the colliders when crouching
- if (m_CrouchDisableCollider != null)
- m_CrouchDisableCollider.enabled = false;
- } else {
- // Enable the collider when not crouching
- if (m_CrouchDisableCollider != null)
- m_CrouchDisableCollider.enabled = true;
- if (m_wasCrouching) {
- m_wasCrouching = false;
- OnCrouchEvent.Invoke (false);
- }
- }
- // Move the character by finding the target velocity
- Vector3 targetVelocity = new Vector2 (move * 10f, m_Rigidbody2D.velocity.y);
- // And then smoothing it out and applying it to the character
- m_Rigidbody2D.velocity = Vector3.SmoothDamp (m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
- // If the input is moving the player right and the player is facing left...
- if (move > 0 && !m_FacingRight) {
- // ... flip the player.
- Flip ();
- }
- // Otherwise if the input is moving the player left and the player is facing right...
- else if (move < 0 && m_FacingRight) {
- // ... flip the player.
- Flip ();
- }
- }
- // If the player should jump...
- if (m_Grounded && jump) {
- // Add a vertical force to the player.
- NumberOfJumps = 1;
- m_Grounded = false;
- m_Rigidbody2D.AddForce (new Vector2 (0f, m_JumpForce));
- } else if (NumberOfJumps < MaxJumps && !m_Grounded && jump) {
- m_Rigidbody2D.AddForce (new Vector2 (0f, m_JumpForce));
- NumberOfJumps++;
- }
- }
- private void Flip () {
- // Switch the way the player is labelled as facing.
- m_FacingRight = !m_FacingRight;
- // Multiply the player's x local scale by -1.
- Vector3 theScale = transform.localScale;
- theScale.x *= -1;
- transform.localScale = theScale;
- }
- }
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