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private Inputs Input; private InputAction Walk; private InputAction Jump; private InputAction Dash; private Vector2 Force; + public LayerMask GroundLayer; public float Speed; + public float JumpPwr; private void Awake() { Input = new Inputs(); rb = this.gameObject.GetComponent(); + Gr = this.gameObject.transform.Find("GroundCheck").transform; + Ani = this.gameObject.GetComponent(); + SR = this.gameObject.GetComponent(); + C2D = this.gameObject.GetComponent(); } private void OnEnable() { @@ -32,16 +42,40 @@ public class PlayerMovement : MonoBehaviour Jump.Disable(); Dash.Disable(); } - // Start is called before the first frame update - private void Start() - { - - } - - // Update is called once per frame private void Update() { + Jump.performed += _ => jump(); Force = Walk.ReadValue(); - rb.AddForce(new Vector2(Force.x * Speed * Time.deltaTime, 0), ForceMode2D.Impulse); + if(Force.x < 0) + { + SR.flipX = true; + Ani.SetBool("Running", true); + C2D.offset = new Vector2(4.5f, -21); + } + 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