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Player Controller

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Jun 17th, 2019
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  1. void FixedUpdate()
  2. {
  3. moveInput = Input.GetAxisRaw("Horizontal");
  4. rb.velocity = new Vector2(moveInput * runSpeed, rb.velocity.y);
  5. spriteRenderer.flipX = false;
  6.  
  7. if (Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground")) ||
  8. (Physics2D.Linecast(transform.position, groundCheckR.position, 1 << LayerMask.NameToLayer("Ground"))) ||
  9. (Physics2D.Linecast(transform.position, groundCheckL.position, 1 << LayerMask.NameToLayer("Ground"))))
  10. {
  11. isGrounded = true;
  12. }
  13. else
  14. {
  15. isGrounded = false;
  16. if (spriteRenderer.flipX == false)
  17. {
  18. animator.Play("PlayerJump");
  19. spriteRenderer.flipX = false;
  20. }
  21. else if (spriteRenderer.flipX == true)
  22. {
  23. animator.Play("PlayerJump");
  24. spriteRenderer.flipX = true;
  25. }
  26. }
  27.  
  28. if (moveInput = 0)
  29. {
  30. if (isGrounded)
  31. {
  32. spriteRenderer.flipX = false;
  33. animator.Play("Player_Run");
  34.  
  35. }
  36. else
  37. {
  38. spriteRenderer.flipX = false;
  39. }
  40.  
  41.  
  42. }
  43. else if (moveInput = 0)
  44. {
  45. if (isGrounded)
  46. {
  47. animator.Play("Player_Run");
  48. spriteRenderer.flipX = true; }
  49. else
  50. {
  51. spriteRenderer.flipX = true;
  52. }
  53. }
  54. else
  55. {
  56. if (isGrounded && moveInput == 0 && !spriteRenderer.flipX)
  57. {
  58. animator.Play("Player_Idle");
  59.  
  60. }
  61. else if (isGrounded && moveInput == 0 && spriteRenderer.flipX)
  62. {
  63. animator.Play("Player_Idle");
  64. spriteRenderer.flipX = true;
  65. }
  66. rb.velocity = new Vector2(0, rb.velocity.y);
  67. }
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