Merge pull request #10 from frizbee19/beni

Fix animations + jumping animation
This commit is contained in:
Benji
2022-02-24 21:31:16 -06:00
committed by GitHub
6 changed files with 211 additions and 12 deletions
@@ -0,0 +1,68 @@
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@@ -15,7 +15,7 @@ public class Movement : MonoBehaviour
[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.
public 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.
@@ -162,4 +162,3 @@ public class Movement : MonoBehaviour
transform.localScale = theScale;
}
}
+6 -5
View File
@@ -5,7 +5,7 @@ using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public Movement controller;
//public Animator animator;
public Animator animator;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
@@ -13,9 +13,6 @@ public class PlayerMovement : MonoBehaviour
// Update is called once per frame
void Update() {
// Horizontal value is for the animation state machine. No code required, wow!
//animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
if (Input.GetButtonDown("Jump")) {
@@ -27,8 +24,12 @@ public class PlayerMovement : MonoBehaviour
} else if (Input.GetKeyUp(KeyCode.LeftShift)) {
crouch = false;
}
}
if (animator != null) {
animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
animator.SetBool("Airborne", !controller.m_Grounded);
}
}
void FixedUpdate()
{
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
+37 -1
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