You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
114 lines
4.9 KiB
114 lines
4.9 KiB
using System; |
|
using UnityEngine; |
|
|
|
namespace UnityStandardAssets._2D |
|
{ |
|
public class PlatformerCharacter2D : MonoBehaviour |
|
{ |
|
[SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis. |
|
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. |
|
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% |
|
[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 |
|
|
|
private Transform m_GroundCheck; // A position marking where to check if the player is grounded. |
|
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded |
|
private bool m_Grounded; // Whether or not the player is grounded. |
|
private Transform m_CeilingCheck; // A position marking where to check for ceilings |
|
const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up |
|
private Animator m_Anim; // Reference to the player's animator component. |
|
private Rigidbody2D m_Rigidbody2D; |
|
private bool m_FacingRight = true; // For determining which way the player is currently facing. |
|
|
|
private void Awake() |
|
{ |
|
// Setting up references. |
|
m_GroundCheck = transform.Find("GroundCheck"); |
|
m_CeilingCheck = transform.Find("CeilingCheck"); |
|
m_Anim = GetComponent<Animator>(); |
|
m_Rigidbody2D = GetComponent<Rigidbody2D>(); |
|
} |
|
|
|
|
|
private void FixedUpdate() |
|
{ |
|
m_Grounded = false; |
|
|
|
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground |
|
// This can be done using layers instead but Sample Assets will not overwrite your project settings. |
|
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); |
|
for (int i = 0; i < colliders.Length; i++) |
|
{ |
|
if (colliders[i].gameObject != gameObject) |
|
m_Grounded = true; |
|
} |
|
m_Anim.SetBool("Ground", m_Grounded); |
|
|
|
// Set the vertical animation |
|
m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y); |
|
} |
|
|
|
|
|
public void Move(float move, bool crouch, bool jump) |
|
{ |
|
// If crouching, check to see if the character can stand up |
|
if (!crouch && m_Anim.GetBool("Crouch")) |
|
{ |
|
// If the character has a ceiling preventing them from standing up, keep them crouching |
|
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) |
|
{ |
|
crouch = true; |
|
} |
|
} |
|
|
|
// Set whether or not the character is crouching in the animator |
|
m_Anim.SetBool("Crouch", crouch); |
|
|
|
//only control the player if grounded or airControl is turned on |
|
if (m_Grounded || m_AirControl) |
|
{ |
|
// Reduce the speed if crouching by the crouchSpeed multiplier |
|
move = (crouch ? move*m_CrouchSpeed : move); |
|
|
|
// The Speed animator parameter is set to the absolute value of the horizontal input. |
|
m_Anim.SetFloat("Speed", Mathf.Abs(move)); |
|
|
|
// Move the character |
|
m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y); |
|
|
|
// If the input is moving the player right and the player is facing left... |
|
if (move > 0 && !m_FacingRight) |
|
{ |
|
// ... flip the player. |
|
Flip(); |
|
} |
|
// Otherwise if the input is moving the player left and the player is facing right... |
|
else if (move < 0 && m_FacingRight) |
|
{ |
|
// ... flip the player. |
|
Flip(); |
|
} |
|
} |
|
// If the player should jump... |
|
if (m_Grounded && jump && m_Anim.GetBool("Ground")) |
|
{ |
|
// Add a vertical force to the player. |
|
m_Grounded = false; |
|
m_Anim.SetBool("Ground", false); |
|
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); |
|
} |
|
} |
|
|
|
|
|
private void Flip() |
|
{ |
|
// Switch the way the player is labelled as facing. |
|
m_FacingRight = !m_FacingRight; |
|
|
|
// Multiply the player's x local scale by -1. |
|
Vector3 theScale = transform.localScale; |
|
theScale.x *= -1; |
|
transform.localScale = theScale; |
|
} |
|
} |
|
}
|
|
|