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Fix animations + jumping animation
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5 files changed
+93
-8
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@@ -15,7 +15,7 @@ public class Movement : MonoBehaviour
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[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
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const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
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private bool m_Grounded; // Whether or not the player is grounded.
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public bool m_Grounded; // Whether or not the player is grounded.
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const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
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private Rigidbody2D m_Rigidbody2D;
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private bool m_FacingRight = true; // For determining which way the player is currently facing.
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@@ -162,4 +162,3 @@ public class Movement : MonoBehaviour
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transform.localScale = theScale;
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}
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}
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@@ -5,7 +5,7 @@ using UnityEngine;
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public class PlayerMovement : MonoBehaviour
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{
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public Movement controller;
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//public Animator animator;
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public Animator animator;
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public float runSpeed = 40f;
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float horizontalMove = 0f;
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bool jump = false;
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@@ -13,9 +13,6 @@ public class PlayerMovement : MonoBehaviour
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// Update is called once per frame
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void Update() {
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// Horizontal value is for the animation state machine. No code required, wow!
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//animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
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horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
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if (Input.GetButtonDown("Jump")) {
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@@ -27,8 +24,12 @@ public class PlayerMovement : MonoBehaviour
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} else if (Input.GetKeyUp(KeyCode.LeftShift)) {
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crouch = false;
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}
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}
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if (animator != null) {
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animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
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animator.SetBool("Airborne", !controller.m_Grounded);
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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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