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[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. + private Vector3 m_Velocity = Vector3.zero; + + [Header("Events")] + [Space] + + public UnityEvent OnLandEvent; + + [System.Serializable] + public class BoolEvent : UnityEvent { } + + public BoolEvent OnCrouchEvent; + private bool m_wasCrouching = false; + + private void Awake() + { + m_Rigidbody2D = GetComponent(); + + if (OnLandEvent == null) + OnLandEvent = new UnityEvent(); + + if (OnCrouchEvent == null) + OnCrouchEvent = new BoolEvent(); + } + + 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++) + { + if (colliders[i].gameObject != gameObject) + { + 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); + + // 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)); + } + } + + + 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; + } +} + diff --git a/Assets/Movement.cs.meta b/Assets/Movement.cs.meta new file mode 100644 index 0000000..898bddf --- /dev/null +++ b/Assets/Movement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 90da90214d3bb324a8ed8f5b046ba4b9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/PlayerMovement.cs b/Assets/PlayerMovement.cs new file mode 100644 index 0000000..1189d7d --- /dev/null +++ b/Assets/PlayerMovement.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerMovement : 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