Fixed switching

This commit is contained in:
Bruno Rybársky 2021-07-20 19:12:51 +02:00
parent 362b213e48
commit d1ea9e8652
4 changed files with 136 additions and 10 deletions

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@ -3,7 +3,7 @@ using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
public float m_JumpForce = 400f; // Amount of force added when the player jumps.
[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

@ -12,6 +12,7 @@ public class PlayerControls : MonoBehaviour
public CharacterController2D controller;
public float runspeed = 40f;
float horizonatalaxis = 0f;
bool jumping = false;
bool switchy = false;
@ -30,16 +31,19 @@ public class PlayerControls : MonoBehaviour
if(Input.GetButtonDown("Switch")) {
switchy = !switchy;
if (switchy){
sprite.flipY = true;
rigidbody.sharedMaterial = top;
controller.m_JumpForce = controller.m_JumpForce * 1.2f;
}
else {
sprite.flipY = false;
rigidbody.sharedMaterial = bottom;
controller.m_JumpForce = controller.m_JumpForce * 0.8f;
}
}
if (switchy){
sprite.flipY = true;
rigidbody.sharedMaterial = top;
}
else {
sprite.flipY = false;
rigidbody.sharedMaterial = bottom;
}
}
void FixedUpdate(){