testss
This commit is contained in:
90
Assets/Scripts/Blinky.cs
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90
Assets/Scripts/Blinky.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering.Universal;
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public class Blinky : MonoBehaviour
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{
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public Light2D myLight;
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public bool blinked = false;
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public Color overdrive_color = Color.white;
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private Color classic_color;
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private int insane_counter = 0;
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public int insane_counter_max = 20;
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public float overdrive_intensity = 4;
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private float default_intensity;
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private float temp_intensity = 1;
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public bool dimming = false;
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public AudioSource lightsnd;
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public BlockLighter blocklighter;
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float ZMove = 0f;
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float ZyMove = 0f;
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Vector3 lightpos;
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// Start is called before the first frame update
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void Start()
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{
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classic_color = myLight.color;
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default_intensity = myLight.intensity;
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}
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// Update is called once per frame
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void Update()
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{
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ZMove = Input.GetAxisRaw("Z") * 4;
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ZyMove = Input.GetAxisRaw("Zy") * 4 * (true ? -1 : 1);
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lightpos.x = ZMove;
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lightpos.y = ZyMove;
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transform.localPosition = lightpos;
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if (Input.GetButtonDown("Blink") && !blinked)
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{
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blinked = true;
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myLight.intensity = overdrive_intensity;
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myLight.color = overdrive_color;
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lightsnd.transform.position = transform.position;
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blocklighter.LightThem();
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lightsnd.Play();
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}
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if (blinked && !dimming)
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{
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if (insane_counter >= insane_counter_max)
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{
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insane_counter = 0;
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temp_intensity = overdrive_intensity;
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dimming = true;
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blinked = false;
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}
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else
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{
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insane_counter += 1;
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}
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}
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if (dimming == true)
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{
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if (temp_intensity > default_intensity)
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{
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myLight.intensity = temp_intensity;
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temp_intensity -= 1f / insane_counter_max;
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}
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if (temp_intensity < default_intensity)
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{
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temp_intensity = default_intensity;
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}
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else if (temp_intensity == default_intensity)
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{
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myLight.color = classic_color;
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myLight.intensity = default_intensity;
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lightsnd.Stop();
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dimming = false;
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}
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}
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if (temp_intensity > default_intensity)
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{
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myLight.color = overdrive_color;
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}
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if (temp_intensity == default_intensity)
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{
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myLight.color = classic_color;
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}
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}
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}
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52
Assets/Scripts/BlockLighter.cs
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52
Assets/Scripts/BlockLighter.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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public class BlockLighter : MonoBehaviour
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{
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float distance;
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RaycastHit2D[] hits;
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public Blinky blinky;
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public Transform lighty;
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public int i = 0;
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public Vector3 lightpos;
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public GameObject[] allChildren;
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// Start is called before the first frame update
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void Start()
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{
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allChildren = new GameObject[transform.childCount];
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//Find all child obj and store to that array
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foreach (Transform child in transform)
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{
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allChildren[i] = child.gameObject;
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i += 1;
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}
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foreach (GameObject child1 in allChildren)
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{
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foreach (GameObject child2 in allChildren)
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{
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Debug.DrawLine(child1.transform.position, child2.transform.position, Color.blue, 3f);
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}
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}
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}
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// Update is called once per frame
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public void LightThem()
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{
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foreach (GameObject child in allChildren)
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{
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lightpos = new Vector3(lighty.transform.position.x, lighty.transform.position.y, lighty.transform.position.z);
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Debug.DrawLine(lightpos, child.transform.position, Color.red, 5f);
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hits = Physics2D.RaycastAll(lightpos, child.transform.position, 2f);
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foreach (RaycastHit2D hit in hits)
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{
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distance = hit.distance;
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if (hit.transform.tag.Equals("Level"))
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{
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child.gameObject.SetActive(true);
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}
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}
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}
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}
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}
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146
Assets/Scripts/CharacterController2D.cs
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146
Assets/Scripts/CharacterController2D.cs
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using UnityEngine;
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using UnityEngine.Events;
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public class CharacterController2D : MonoBehaviour
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{
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[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
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[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
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[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
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[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
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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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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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const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
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private Rigidbody2D m_Rigidbody2D;
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private bool m_FacingRight = true; // For determining which way the player is currently facing.
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private Vector3 m_Velocity = Vector3.zero;
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[Header("Events")]
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[Space]
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public UnityEvent OnLandEvent;
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[System.Serializable]
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public class BoolEvent : UnityEvent<bool> { }
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public BoolEvent OnCrouchEvent;
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private bool m_wasCrouching = false;
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private void Awake()
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{
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m_Rigidbody2D = GetComponent<Rigidbody2D>();
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if (OnLandEvent == null)
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OnLandEvent = new UnityEvent();
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if (OnCrouchEvent == null)
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OnCrouchEvent = new BoolEvent();
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}
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private void FixedUpdate()
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{
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bool wasGrounded = m_Grounded;
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m_Grounded = false;
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// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
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// This can be done using layers instead but Sample Assets will not overwrite your project settings.
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Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
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for (int i = 0; i < colliders.Length; i++)
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{
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if (colliders[i].gameObject != gameObject)
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{
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m_Grounded = true;
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if (!wasGrounded)
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OnLandEvent.Invoke();
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}
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}
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}
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public void Move(float move, bool crouch, bool jump)
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{
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// If crouching, check to see if the character can stand up
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if (!crouch)
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{
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// If the character has a ceiling preventing them from standing up, keep them crouching
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if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
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{
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crouch = true;
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}
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}
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//only control the player if grounded or airControl is turned on
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if (m_Grounded || m_AirControl)
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{
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// If crouching
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if (crouch)
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{
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if (!m_wasCrouching)
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{
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m_wasCrouching = true;
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OnCrouchEvent.Invoke(true);
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}
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// Reduce the speed by the crouchSpeed multiplier
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move *= m_CrouchSpeed;
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// Disable one of the colliders when crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = false;
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} else
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{
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// Enable the collider when not crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = true;
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if (m_wasCrouching)
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{
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m_wasCrouching = false;
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OnCrouchEvent.Invoke(false);
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}
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}
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// Move the character by finding the target velocity
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Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
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// And then smoothing it out and applying it to the character
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m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
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// If the input is moving the player right and the player is facing left...
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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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}
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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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}
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}
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// If the player should jump...
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if (m_Grounded && jump)
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{
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// Add a vertical force to the player.
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m_Grounded = false;
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m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
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}
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}
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private void Flip()
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{
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// Switch the way the player is labelled as facing.
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m_FacingRight = !m_FacingRight;
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// Multiply the player's x local scale by -1.
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Vector3 theScale = transform.localScale;
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theScale.x *= -1;
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transform.localScale = theScale;
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}
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}
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27
Assets/Scripts/Parallax.cs
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27
Assets/Scripts/Parallax.cs
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using UnityEngine;
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public class Parallax : MonoBehaviour
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{
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private float length, startPos;
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public GameObject cam;
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public float parallexEffect;
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void Start()
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{
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startPos = transform.position.x;
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length = GetComponent<SpriteRenderer>().bounds.size.x;
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}
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void FixedUpdate()
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{
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float temp = (cam.transform.position.x * (1 - parallexEffect));
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float dist = (cam.transform.position.x * parallexEffect);
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transform.position = new Vector3(startPos + dist, transform.position.y, transform.position.z);
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if (temp > startPos + length) startPos += length;
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else if (temp < startPos - length) startPos -= length;
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}
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}
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67
Assets/Scripts/PlayerMovement.cs
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67
Assets/Scripts/PlayerMovement.cs
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class PlayerMovement : MonoBehaviour
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{
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public CharacterController2D controller;
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float HorizontalMove = 0f;
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float VerticalMove = 0f;
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bool jump = false;
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bool jumping = false;
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public Animator animator;
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bool crouch = false;
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bool crouching = false;
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public float RunSpeed = 80f;
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public AudioSource jumpsnd;
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// Update is called once per frame
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void Update()
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{
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VerticalMove = Input.GetAxisRaw("Vertical");
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HorizontalMove = Input.GetAxisRaw("Horizontal") * RunSpeed;
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animator.SetBool("Jumping", jumping);
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animator.SetBool("Crouching", crouching);
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animator.SetFloat("Speed", HorizontalMove);
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if (transform.position.y < -23f)
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{
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transform.position = new Vector3(-2.18f, -11.78f, 0);
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}
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if ((VerticalMove > 0.8 || Input.GetButtonDown("Jump")) && !jumping)
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{
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jump = true;
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jumping = true;
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jumpsnd.transform.position = transform.position;
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jumpsnd.Play();
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}
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if (VerticalMove < -0.8 || Input.GetButtonDown("Crouch"))
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{
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crouch = true;
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} else if (Input.GetButtonUp("Crouch") || VerticalMove > -0.8)
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{
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crouch = false;
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}
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}
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void FixedUpdate()
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{
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controller.Move(HorizontalMove * Time.fixedDeltaTime, crouch, jump);
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jump = false;
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}
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public void OnLanding()
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{
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jumping = false;
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jumpsnd.Stop();
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}
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public void OnCrouch(bool IsCrouching)
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{
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crouching = IsCrouching;
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}
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}
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Reference in New Issue
Block a user