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Copy pathPlayerMovement.cs
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124 lines (105 loc) · 2.76 KB
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using UnityEngine;
using UnityEditor;
using System;
public class PlayerMovement : MonoBehaviour
{
[Header("Attributes")]
public float speed;
public float jumpForce;
public float jumpTime;
private float jumpTimeCounter;
private float moveInput;
private bool facingRight = true;
public LayerMask whatIsGround;
//Jump
public int jumpsCount;
private int currentJumpsCount;
private bool isJumping = false;
// This game mecanics
private bool foward = false;
private float forceMoveInput = 1f;
private Rigidbody2D rb;
private Animator animator;
private BoxCollider2D boxCollider;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
boxCollider = GetComponent<BoxCollider2D>();
currentJumpsCount = jumpsCount;
}
private void Update()
{
if (IsGrounded() && !isJumping)
{
if (currentJumpsCount <= 0)
{
currentJumpsCount = jumpsCount;
}
animator.SetBool("onair", false);
}
else
{
animator.SetBool("onair", true);
}
if (currentJumpsCount > 0 && Input.GetButtonDown("Jump"))
{
isJumping = true;
jumpTimeCounter = jumpTime;
rb.velocity = Vector2.up * jumpForce;
currentJumpsCount--;
}
if (Input.GetButton("Jump") && isJumping)
{
if (jumpTimeCounter > 0)
{
rb.velocity = Vector2.up * jumpForce;
jumpTimeCounter -= Time.deltaTime;
}
else
{
isJumping = false;
}
}
if (Input.GetButtonUp("Jump"))
{
isJumping = false;
}
}
private void FixedUpdate()
{
if (foward)
{
moveInput = forceMoveInput;
}
else
{
moveInput = Input.GetAxisRaw("Horizontal");
}
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
animator.SetFloat("horizontal", Mathf.Abs(rb.velocity.x));
if (facingRight == false && moveInput > 0)
{
Flip();
}
else if (facingRight == true && moveInput < 0)
{
Flip();
}
}
private void Flip()
{
facingRight = !facingRight;
Vector3 scaler = transform.localScale;
scaler.x *= -1;
transform.localScale = scaler;
}
private bool IsGrounded()
{
return Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0f, Vector2.down, .1f, whatIsGround);
}
public void forceFoward(bool arg)
{
foward = arg;
}
}