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115 lines
4.9 KiB
115 lines
4.9 KiB
3 years ago
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using System;
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using UnityEngine;
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namespace UnityStandardAssets._2D
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{
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public class PlatformerCharacter2D : MonoBehaviour
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{
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[SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
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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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[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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private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
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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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private Transform m_CeilingCheck; // A position marking where to check for ceilings
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const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
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private Animator m_Anim; // Reference to the player's animator component.
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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 void Awake()
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{
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// Setting up references.
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m_GroundCheck = transform.Find("GroundCheck");
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m_CeilingCheck = transform.Find("CeilingCheck");
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m_Anim = GetComponent<Animator>();
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m_Rigidbody2D = GetComponent<Rigidbody2D>();
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}
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private void FixedUpdate()
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{
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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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m_Grounded = true;
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}
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m_Anim.SetBool("Ground", m_Grounded);
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// Set the vertical animation
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m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
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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 && m_Anim.GetBool("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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// Set whether or not the character is crouching in the animator
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m_Anim.SetBool("Crouch", crouch);
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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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// Reduce the speed if crouching by the crouchSpeed multiplier
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move = (crouch ? move*m_CrouchSpeed : move);
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// The Speed animator parameter is set to the absolute value of the horizontal input.
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m_Anim.SetFloat("Speed", Mathf.Abs(move));
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// Move the character
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m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
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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 && m_Anim.GetBool("Ground"))
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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_Anim.SetBool("Ground", 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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}
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