Removed crouching completely and added the main mechanic
This commit is contained in:
@@ -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<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()
|
||||
@@ -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
|
||||
|
||||
@@ -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);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user