Added basic movement code
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class Movement : MonoBehaviour
|
||||
{
|
||||
[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%
|
||||
[Range(0, .3f)][SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
|
||||
[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
|
||||
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
|
||||
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
|
||||
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
|
||||
|
||||
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.
|
||||
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.
|
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private Vector3 m_Velocity = Vector3.zero;
|
||||
|
||||
[Header("Events")]
|
||||
[Space]
|
||||
|
||||
public UnityEvent OnLandEvent;
|
||||
|
||||
[System.Serializable]
|
||||
public class BoolEvent : UnityEvent<bool> { }
|
||||
|
||||
public BoolEvent OnCrouchEvent;
|
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private bool m_wasCrouching = false;
|
||||
|
||||
private void Awake()
|
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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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private void FixedUpdate()
|
||||
{
|
||||
bool wasGrounded = m_Grounded;
|
||||
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++)
|
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{
|
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if (colliders[i].gameObject != gameObject)
|
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{
|
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m_Grounded = true;
|
||||
if (!wasGrounded)
|
||||
OnLandEvent.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Move(float move, bool crouch, bool jump)
|
||||
{
|
||||
// If crouching, check to see if the character can stand up
|
||||
if (!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;
|
||||
}
|
||||
}
|
||||
|
||||
//only control the player if grounded or airControl is turned on
|
||||
if (m_Grounded || m_AirControl)
|
||||
{
|
||||
|
||||
// If crouching
|
||||
if (crouch)
|
||||
{
|
||||
if (!m_wasCrouching)
|
||||
{
|
||||
m_wasCrouching = true;
|
||||
OnCrouchEvent.Invoke(true);
|
||||
}
|
||||
|
||||
// Reduce the speed by the crouchSpeed multiplier
|
||||
move *= m_CrouchSpeed;
|
||||
|
||||
// Disable one of the colliders when crouching
|
||||
if (m_CrouchDisableCollider != null)
|
||||
m_CrouchDisableCollider.enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Enable the collider when not crouching
|
||||
if (m_CrouchDisableCollider != null)
|
||||
m_CrouchDisableCollider.enabled = true;
|
||||
|
||||
if (m_wasCrouching)
|
||||
{
|
||||
m_wasCrouching = false;
|
||||
OnCrouchEvent.Invoke(false);
|
||||
}
|
||||
}
|
||||
|
||||
// Move the character by finding the target velocity
|
||||
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
|
||||
// And then smoothing it out and applying it to the character
|
||||
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...
|
||||
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)
|
||||
{
|
||||
// Add a vertical force to the player.
|
||||
m_Grounded = false;
|
||||
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
|
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}
|
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}
|
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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.
|
||||
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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using System.Collections;
|
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using System.Collections.Generic;
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||||
using UnityEngine;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
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public Movement controller;
|
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float horizontalMove = 0f;
|
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public float runSpeed = 40f;
|
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bool jump = false;
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bool crouch = false;
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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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horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
|
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if (Input.GetButtonDown("Jump"))
|
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{
|
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jump = true;
|
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}
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if (Input.GetKeyDown(KeyCode.LeftShift))
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{
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crouch = true;
|
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} else if (Input.GetKeyUp(KeyCode.LeftShift))
|
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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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