diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity index edf3196..33010fb 100644 --- a/Assets/Scenes/SampleScene.unity +++ b/Assets/Scenes/SampleScene.unity @@ -251,36 +251,6 @@ Transform: m_Father: {fileID: 0} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} ---- !u!1 &599368084 -GameObject: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - serializedVersion: 6 - m_Component: - - component: {fileID: 599368085} - m_Layer: 0 - m_Name: Ceiling - m_TagString: Untagged - m_Icon: {fileID: 0} - m_NavMeshLayer: 0 - m_StaticEditorFlags: 0 - m_IsActive: 1 ---- !u!4 &599368085 -Transform: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 599368084} - m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: 1.58, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} - m_Children: [] - m_Father: {fileID: 1174924377} - m_RootOrder: 0 - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1174924374 GameObject: m_ObjectHideFlags: 0 @@ -387,7 +357,6 @@ Transform: m_LocalPosition: {x: -6.09, y: 0.15, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - - {fileID: 599368085} - {fileID: 1880458412} m_Father: {fileID: 0} m_RootOrder: 2 @@ -401,7 +370,7 @@ CapsuleCollider2D: m_GameObject: {fileID: 1174924374} m_Enabled: 1 m_Density: 1 - m_Material: {fileID: 6200000, guid: 1431532fb1c75214a9a8c9b1199fe80b, type: 2} + m_Material: {fileID: 0} m_IsTrigger: 0 m_UsedByEffector: 0 m_UsedByComposite: 0 @@ -417,7 +386,7 @@ CircleCollider2D: m_GameObject: {fileID: 1174924374} m_Enabled: 1 m_Density: 1 - m_Material: {fileID: 6200000, guid: 2c0538ecede9d3b43867ca45f72ba04b, type: 2} + m_Material: {fileID: 0} m_IsTrigger: 0 m_UsedByEffector: 0 m_UsedByComposite: 0 @@ -433,7 +402,7 @@ CircleCollider2D: m_GameObject: {fileID: 1174924374} m_Enabled: 1 m_Density: 1 - m_Material: {fileID: 6200000, guid: 2c0538ecede9d3b43867ca45f72ba04b, type: 2} + m_Material: {fileID: 0} m_IsTrigger: 0 m_UsedByEffector: 0 m_UsedByComposite: 0 @@ -449,7 +418,7 @@ CircleCollider2D: m_GameObject: {fileID: 1174924374} m_Enabled: 1 m_Density: 1 - 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m_RootOrder: 1 + m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &2103537544 GameObject: diff --git a/Assets/Scripts/CharacterController2D.cs b/Assets/Scripts/CharacterController2D.cs index 9534c6f..9c42e16 100644 --- a/Assets/Scripts/CharacterController2D.cs +++ b/Assets/Scripts/CharacterController2D.cs @@ -4,13 +4,10 @@ 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 CapsuleCollider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded private bool m_Grounded; // Whether or not the player is grounded. @@ -27,18 +24,12 @@ public class CharacterController2D : MonoBehaviour [System.Serializable] public class BoolEvent : UnityEvent { } - public BoolEvent OnCrouchEvent; - private bool m_wasCrouching = false; - private void Awake() { m_Rigidbody2D = GetComponent(); if (OnLandEvent == null) OnLandEvent = new UnityEvent(); - - if (OnCrouchEvent == null) - OnCrouchEvent = new BoolEvent(); } private void FixedUpdate() @@ -61,50 +52,13 @@ public class CharacterController2D : MonoBehaviour } - public void Move(float move, bool crouch, bool jump) + public void Move(float move, 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 diff --git a/Assets/Scripts/PlayerControls.cs b/Assets/Scripts/PlayerControls.cs index 8ca6402..3e55ac4 100644 --- a/Assets/Scripts/PlayerControls.cs +++ b/Assets/Scripts/PlayerControls.cs @@ -7,12 +7,12 @@ public class PlayerControls : MonoBehaviour public Animator animator; public PhysicsMaterial2D top; public Rigidbody2D rigidbody; + public SpriteRenderer sprite; public PhysicsMaterial2D bottom; public CharacterController2D controller; public float runspeed = 40f; float horizonatalaxis = 0f; bool jumping = false; - bool crouching = false; bool switchy = false; void Start() @@ -26,7 +26,6 @@ public class PlayerControls : MonoBehaviour horizonatalaxis = Input.GetAxisRaw("Horizontal"); jumping = Input.GetButton("Jump") || Input.GetAxisRaw("Vertical") > 0; - crouching = Input.GetButton("Crouch") || Input.GetAxisRaw("Vertical") < 0; animator.SetFloat("Horizontal_speed", horizonatalaxis); if(Input.GetButtonDown("Switch")) { @@ -34,21 +33,17 @@ public class PlayerControls : MonoBehaviour } if (switchy){ - transform.rotation = new Quaternion(0f, 0f, 180f, 0f); + sprite.flipY = true; rigidbody.sharedMaterial = top; } else { - transform.rotation = new Quaternion(0f, 0f, 0f, 0f); + sprite.flipY = false; rigidbody.sharedMaterial = bottom; } } - - public void crouchingx(bool stat){ - //animator.SetBool("Crouching", stat); - } void FixedUpdate(){ - controller.Move(horizonatalaxis * runspeed * Time.fixedDeltaTime, false, jumping); + controller.Move(horizonatalaxis * runspeed * Time.fixedDeltaTime, jumping); } } diff --git a/Assets/player/Player.controller b/Assets/player/Player.controller index 0116337..8959397 100644 --- a/Assets/player/Player.controller +++ b/Assets/player/Player.controller @@ -8,9 +8,6 @@ AnimatorStateTransition: m_PrefabAsset: {fileID: 0} m_Name: m_Conditions: - 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