using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerControls : MonoBehaviour { public Animator animator; public PhysicsMaterial2D top; public Rigidbody2D rigidbody; public PhysicsMaterial2D bottom; public CharacterController2D controller; public float runspeed = 40f; float horizonatalaxis = 0f; bool jumping = false; bool crouching = false; bool switchy = false; void Start() { } // Update is called once per frame void Update() { 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")) { switchy = !switchy; } if (switchy){ transform.rotation = new Quaternion(0f, 0f, 180f, 0f); rigidbody.sharedMaterial = top; } else { transform.rotation = new Quaternion(0f, 0f, 0f, 0f); rigidbody.sharedMaterial = bottom; } } public void crouchingx(bool stat){ //animator.SetBool("Crouching", stat); } void FixedUpdate(){ controller.Move(horizonatalaxis * runspeed * Time.fixedDeltaTime, false, jumping); } }