Full walking and jumping with the available sprites

pull/1/head
Red 2 years ago
parent a33891791b
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@ -6,16 +6,26 @@ using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour public class PlayerMovement : MonoBehaviour
{ {
private Rigidbody2D rb; private Rigidbody2D rb;
private SpriteRenderer SR;
private Transform Gr;
private Animator Ani;
private Collider2D C2D;
private Inputs Input; private Inputs Input;
private InputAction Walk; private InputAction Walk;
private InputAction Jump; private InputAction Jump;
private InputAction Dash; private InputAction Dash;
private Vector2 Force; private Vector2 Force;
public LayerMask GroundLayer;
public float Speed; public float Speed;
public float JumpPwr;
private void Awake() private void Awake()
{ {
Input = new Inputs(); Input = new Inputs();
rb = this.gameObject.GetComponent<Rigidbody2D>(); rb = this.gameObject.GetComponent<Rigidbody2D>();
Gr = this.gameObject.transform.Find("GroundCheck").transform;
Ani = this.gameObject.GetComponent<Animator>();
SR = this.gameObject.GetComponent<SpriteRenderer>();
C2D = this.gameObject.GetComponent<Collider2D>();
} }
private void OnEnable() private void OnEnable()
{ {
@ -32,16 +42,40 @@ public class PlayerMovement : MonoBehaviour
Jump.Disable(); Jump.Disable();
Dash.Disable(); Dash.Disable();
} }
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void Update() private void Update()
{ {
Jump.performed += _ => jump();
Force = Walk.ReadValue<Vector2>(); Force = Walk.ReadValue<Vector2>();
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);
}
else if(Force.x > 0)
{
SR.flipX = false;
Ani.SetBool("Running", true);
C2D.offset = new Vector2(-4.5f, -21);
}
else
{
Ani.SetBool("Running", false);
}
}
private void FixedUpdate()
{
rb.velocity = new Vector2(Force.x*Speed, rb.velocity.y);
}
private bool IsGrounded()
{
return Physics2D.OverlapBox(Gr.position, new Vector2(24, 1), 0f, GroundLayer);
}
private void jump()
{
if(IsGrounded())
{
rb.velocity = new Vector2(rb.position.x, JumpPwr);
}
} }
} }

@ -4,7 +4,7 @@
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m_CurrentQuality: 5 m_CurrentQuality: 4
m_QualitySettings: m_QualitySettings:
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name: Very Low name: Very Low
@ -98,7 +98,7 @@ QualitySettings:
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@ -134,7 +134,7 @@ QualitySettings:
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@ -165,12 +165,12 @@ QualitySettings:
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billboardsFaceCameraPosition: 1 billboardsFaceCameraPosition: 1
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@ -201,12 +201,12 @@ QualitySettings:
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textureQuality: 0 textureQuality: 0
anisotropicTextures: 2 anisotropicTextures: 2
antiAliasing: 2 antiAliasing: 0
softParticles: 1 softParticles: 1
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vSyncCount: 1 vSyncCount: 0
lodBias: 2 lodBias: 2
maximumLODLevel: 0 maximumLODLevel: 0
streamingMipmapsActive: 0 streamingMipmapsActive: 0
@ -224,12 +224,13 @@ QualitySettings:
excludedTargetPlatforms: [] excludedTargetPlatforms: []
m_PerPlatformDefaultQuality: m_PerPlatformDefaultQuality:
Android: 2 Android: 2
Lumin: 5
GameCoreScarlett: 5 GameCoreScarlett: 5
GameCoreXboxOne: 5 GameCoreXboxOne: 5
Lumin: 5
Nintendo Switch: 5 Nintendo Switch: 5
PS4: 5 PS4: 5
PS5: 5 PS5: 5
Server: 0
Stadia: 5 Stadia: 5
Standalone: 5 Standalone: 5
WebGL: 3 WebGL: 3

@ -11,7 +11,7 @@ TagManager:
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- Water - Water
- UI - UI
- - Ground
- -
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