using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMovement : MonoBehaviour { public Movement controller; public Animator animator; public float runSpeed = 40f; float horizontalMove = 0f; bool jump = false; bool crouch = false; // Update is called once per frame void Update() { horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed; if (Input.GetButtonDown("Jump")) { jump = true; } if (Input.GetKeyDown(KeyCode.LeftShift)) { crouch = true; } else if (Input.GetKeyUp(KeyCode.LeftShift)) { crouch = false; } if(Movement.pause) { animator.SetFloat("Horizontal", 0); } if (animator != null && !Movement.pause) { animator.SetFloat("Horizontal", Input.GetAxis("Horizontal")); animator.SetBool("Airborne", !controller.m_Grounded); } } void FixedUpdate() { controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump); jump = false; } //if colliding with platform, move with platform void OnCollisionEnter2D (Collision2D other) { if (other.gameObject.tag == "Platform") { transform.parent = other.transform; } } void OnCollisionExit2D (Collision2D other) { if (other.gameObject.tag == "Platform") { transform.parent = null; } } public void ChangePos(double x, double y) { transform.position = new Vector2(); } }