Upgraded player
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@@ -10,7 +10,7 @@ public class CharacterController2D : MonoBehaviour
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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 Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
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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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@@ -114,13 +114,13 @@ public class CharacterController2D : MonoBehaviour
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if (move > 0 && !m_FacingRight)
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{
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// ... flip the player.
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Flip();
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//Flip();
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}
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// Otherwise if the input is moving the player left and the player is facing right...
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else if (move < 0 && m_FacingRight)
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{
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// ... flip the player.
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Flip();
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//Flip();
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}
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}
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// If the player should jump...
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