Removed crouching completely and added the main mechanic

This commit is contained in:
2021-07-20 18:52:15 +02:00
parent 3004249b95
commit 362b213e48
42 changed files with 118 additions and 1956 deletions

View File

@@ -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);
}
}