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

@ -8,4 +8,4 @@ PhysicsMaterial2D:
m_PrefabAsset: {fileID: 0}
m_Name: Slippery
friction: 0
bounciness: 0.9
bounciness: 1

@ -151,9 +151,131 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 2103537546}
- {fileID: 342133042}
m_Father: {fileID: 0}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &342133041
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 342133042}
- component: {fileID: 342133043}
- component: {fileID: 342133045}
- component: {fileID: 342133044}
m_Layer: 3
m_Name: Circle
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &342133042
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 342133041}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 15.09, y: 5, z: 0.70835644}
m_LocalScale: {x: 4, y: 4, z: 1}
m_Children: []
m_Father: {fileID: 8146526}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &342133043
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 342133041}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_Sprite: {fileID: -2413806693520163455, guid: ebe73ca9363db456bacf42c025bb4847, type: 3}
m_Color: {r: 1, g: 0, b: 0.14096355, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!50 &342133044
Rigidbody2D:
serializedVersion: 4
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 342133041}
m_BodyType: 2
m_Simulated: 1
m_UseFullKinematicContacts: 0
m_UseAutoMass: 0
m_Mass: 1
m_LinearDrag: 0
m_AngularDrag: 0.05
m_GravityScale: 1
m_Material: {fileID: 0}
m_Interpolate: 0
m_SleepingMode: 1
m_CollisionDetection: 0
m_Constraints: 0
--- !u!58 &342133045
CircleCollider2D:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 342133041}
m_Enabled: 1
m_Density: 1
m_Material: {fileID: 0}
m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
serializedVersion: 2
m_Radius: 0.5
--- !u!1 &519420028
GameObject:
m_ObjectHideFlags: 0

@ -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;
}
}
}
void FixedUpdate(){