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- using UnityEngine;
- using UnityEngine.Events;
- using System.Collections;
- using System.Collections.Generic;
- public class CharacterController2D : MonoBehaviour
- {
- public float WaitSeconds;
- public float LerpPower;
- [Range(0, 5)] [SerializeField] private float InsideLerpX = 1;
- [SerializeField] private float WallJumpHorizontalForce = 2.0f;
- [SerializeField] private float WallJumpVerticalForce = 300;
- [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;
- public bool WallJumpingMovement = false;
- [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 Animator animator;
- public Movement movescript; //Added by me
- 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.
- public bool wasGrounded; //MINE
- const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
- private Rigidbody2D m_Rigidbody2D;
- public 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()
- {
- 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;
- movescript.CoyoteWallJump = false;
- 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
- if (!WallJumpingMovement) { m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); }
- else if (WallJumpingMovement)// <-- <-- notice me senpai <-- <--
- {
- m_Rigidbody2D.velocity = Vector2.Lerp(m_Rigidbody2D.velocity, (new Vector2(move * InsideLerpX * 10f, m_Rigidbody2D.velocity.y)), LerpPower * Time.deltaTime); //THIS IS FOR WALL JUMPING
- }
- // If the input is moving the player right and the player is facing left...
- if (move > 0 && !m_FacingRight && !WallJumpingMovement)
- {
- // ... 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 && !WallJumpingMovement)
- {
- // ... flip the player.
- Flip();
- }
- }
- // If the player should jump...
- if ((m_Grounded || movescript.CurrentlyWallSliding || movescript.CoyoteWallJump) && jump)
- {//Debug.Log("JUMP STATEMENT. CoyoteJump: " + movescript.CoyoteWallJump + " WallSliding: " + animator.GetBool("isWallSliding") + " Input: " + Input.GetAxisRaw("Horizontal"));
- if (movescript.CurrentlyWallSliding && !movescript.BackWallHit)
- {
- animator.Play("Player_WallJump");
- StartCoroutine(WallJump(movescript.ScaleAtJump));
- }
- else if ((movescript.BackWallHit || movescript.FrontCircleCast) && movescript.CoyoteWallJump)
- {
- animator.Play("Player_WallJump");
- if (movescript.BackWallHit) { StartCoroutine(WallJump(-movescript.ScaleAtJump)); } else { StartCoroutine(WallJump(movescript.ScaleAtJump)); }
- movescript.CoyoteWallJump = false;
- } else if (m_Grounded) { m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); }
- m_Grounded = false;
- }
- }
- //WALL JUMPING CO-ROUTINE
- IEnumerator WallJump(float InputDirection)
- {
- //Debug.Log("InputDirection (inverted at AddForce): " + InputDirection + " Coyote: " + whichJump);
- WallJumpingMovement = true;
- m_Rigidbody2D.velocity = new Vector2(0f, 0f);
- m_Rigidbody2D.AddForce(new Vector2(WallJumpHorizontalForce * -InputDirection, 0), ForceMode2D.Impulse);
- m_Rigidbody2D.AddForce(new Vector2(0f, WallJumpVerticalForce));
- if (m_Rigidbody2D.velocity.x > 0 && !m_FacingRight) { Flip(); } else if (m_Rigidbody2D.velocity.x < 0 && m_FacingRight) { Flip(); }
- yield return new WaitForSeconds(WaitSeconds);
- WallJumpingMovement = false;
- }
- 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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