Upgraded player

This commit is contained in:
Bruno Rybársky 2021-07-19 21:10:31 +02:00
parent 691a431895
commit 7886a53c70
84 changed files with 4228 additions and 654 deletions

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@ -10,7 +10,7 @@ public class CharacterController2D : MonoBehaviour
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character [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_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 Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching [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 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. private bool m_Grounded; // Whether or not the player is grounded.
@ -114,13 +114,13 @@ public class CharacterController2D : MonoBehaviour
if (move > 0 && !m_FacingRight) if (move > 0 && !m_FacingRight)
{ {
// ... flip the player. // ... flip the player.
Flip(); //Flip();
} }
// Otherwise if the input is moving the player left and the player is facing right... // Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight) else if (move < 0 && m_FacingRight)
{ {
// ... flip the player. // ... flip the player.
Flip(); //Flip();
} }
} }
// If the player should jump... // If the player should jump...

@ -4,9 +4,10 @@ using UnityEngine;
public class PlayerControls : MonoBehaviour public class PlayerControls : MonoBehaviour
{ {
public Animator animator;
public CharacterController2D controller; public CharacterController2D controller;
public float runspeed = 40f; public float runspeed = 40f;
float horizonatalmove = 0f; float horizonatalaxis = 0f;
bool jumping = false; bool jumping = false;
bool crouching = false; bool crouching = false;
void Start() void Start()
@ -17,14 +18,19 @@ public class PlayerControls : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
horizonatalmove = Input.GetAxisRaw("Horizontal") * runspeed;
horizonatalaxis = Input.GetAxisRaw("Horizontal");
jumping = Input.GetButton("Jump") || Input.GetAxisRaw("Vertical") > 0; jumping = Input.GetButton("Jump") || Input.GetAxisRaw("Vertical") > 0;
crouching = Input.GetButton("Crouch") || Input.GetAxisRaw("Vertical") < 0; crouching = Input.GetButton("Crouch") || Input.GetAxisRaw("Vertical") < 0;
animator.SetFloat("Horizontal_speed", horizonatalaxis);
} }
public void crouchingx(bool stat){
animator.SetBool("Crouching", stat);
}
void FixedUpdate(){ void FixedUpdate(){
controller.Move(horizonatalmove * Time.fixedDeltaTime, crouching, jumping); controller.Move(horizonatalaxis * runspeed * Time.fixedDeltaTime, crouching, jumping);
} }
} }

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