Merge pull request #12 from frizbee19/Rizzz

Worked on first level
This commit is contained in:
frizbee19
2022-02-24 22:47:43 -06:00
committed by GitHub
10 changed files with 1051 additions and 418 deletions
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@@ -19,7 +19,7 @@ public class Movement : MonoBehaviour
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
public Vector3 m_Velocity = Vector3.zero;
public static bool pause = false;
private bool dj = false;
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@@ -4,13 +4,18 @@ using UnityEngine;
public class Platform : MonoBehaviour
{
public bool isMoving;
public Vector3 positionToMoveTo;
public float length;
float prevY;
Vector3 startPos;
void Start()
{
startPos = transform.position;
StartCoroutine(LerpPosition(positionToMoveTo, length));
if(isMoving)
{
startPos = transform.position;
StartCoroutine(LerpPosition(positionToMoveTo, length));
}
}
IEnumerator LerpPosition(Vector3 targetPosition, float duration)
{
@@ -35,11 +40,27 @@ public class Platform : MonoBehaviour
// Update is called once per frame
void Update()
{
if(transform.position == positionToMoveTo) {
Switch();
StartCoroutine(LerpPosition(positionToMoveTo, length));
if(isMoving) {
if(transform.position == positionToMoveTo) {
Switch();
StartCoroutine(LerpPosition(positionToMoveTo, length));
}
}
}
// void OnCollisionEnter2D (Collision2D other) {
// if (other.gameObject.tag == "Player") {
// if(goThrough) {
// if(other.gameObject.GetComponent<Movement>().m_Velocity.y > 0.01f) {
// GetComponent<Collider2D>().isTrigger = true;
// }
// else
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// }
// }
// }
// }
}
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