Removed crouching completely and added the main mechanic
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@@ -4,13 +4,10 @@ using UnityEngine.Events;
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public class CharacterController2D : MonoBehaviour
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{
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[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
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[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
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[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
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[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
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[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
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[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
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[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
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[SerializeField] private CapsuleCollider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
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const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
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private bool m_Grounded; // Whether or not the player is grounded.
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@@ -27,18 +24,12 @@ public class CharacterController2D : MonoBehaviour
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[System.Serializable]
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public class BoolEvent : UnityEvent<bool> { }
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public BoolEvent OnCrouchEvent;
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private bool m_wasCrouching = false;
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private void Awake()
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{
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m_Rigidbody2D = GetComponent<Rigidbody2D>();
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if (OnLandEvent == null)
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OnLandEvent = new UnityEvent();
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if (OnCrouchEvent == null)
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OnCrouchEvent = new BoolEvent();
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}
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private void FixedUpdate()
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@@ -61,50 +52,13 @@ public class CharacterController2D : MonoBehaviour
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}
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public void Move(float move, bool crouch, bool jump)
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public void Move(float move, bool jump)
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{
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// If crouching, check to see if the character can stand up
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if (!crouch)
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{
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// If the character has a ceiling preventing them from standing up, keep them crouching
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if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
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{
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crouch = true;
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}
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}
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//only control the player if grounded or airControl is turned on
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if (m_Grounded || m_AirControl)
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{
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// If crouching
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if (crouch)
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{
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if (!m_wasCrouching)
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{
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m_wasCrouching = true;
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OnCrouchEvent.Invoke(true);
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}
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// Reduce the speed by the crouchSpeed multiplier
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move *= m_CrouchSpeed;
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// Disable one of the colliders when crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = false;
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} else
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{
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// Enable the collider when not crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = true;
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if (m_wasCrouching)
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{
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m_wasCrouching = false;
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OnCrouchEvent.Invoke(false);
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}
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}
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// Move the character by finding the target velocity
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Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
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// And then smoothing it out and applying it to the character
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