using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; public class PlayerMovement : MonoBehaviour { private Rigidbody2D rb; private Transform Gr; private Animator Ani; private Inputs Input; private InputAction Walk; private InputAction Jump; private InputAction Dash; private ParticleSystem Fart; private float x; private int usedash; public LayerMask g; public Vector2 dashvec; public float drag; public int dashes; public float Speed; public float JumpPwr; private void Awake() { Input = new Inputs(); rb = this.gameObject.GetComponent(); Gr = this.transform.Find("GroundCheck").transform; Ani = this.gameObject.GetComponent(); Fart = this.transform.Find("Fart").GetComponent(); } private void OnEnable() { Walk = Input.Movement.wasd; Jump = Input.Movement.Jump; Dash = Input.Movement.Dash; Walk.Enable(); Jump.Enable(); Dash.Enable(); } private void OnDisable() { Walk.Disable(); Jump.Disable(); Dash.Disable(); } private void Update() { Jump.performed += _ => jump(); Dash.performed += _ => dash(); Vector2 Force = Walk.ReadValue(); rb.velocity = new Vector2(x + Force.x * Speed, rb.velocity.y); if (Force.x < 0) { if (x > 0) { x = -x; } Ani.SetBool("Running", true); rb.transform.rotation = new Quaternion(0, 180, 0, 0); } else if (Force.x > 0) { if (x < 0) { x = -x; } Ani.SetBool("Running", true); rb.transform.rotation = new Quaternion(0, 0, 0, 0); } else { Ani.SetBool("Running", false); } if (rb.velocity.y < 0 && !IsGrounded()) { Ani.SetBool("Falling", true); } else { Ani.SetBool("Falling", false); } if (IsGrounded()) { if (x > -0.01 && x < 0.01) { x = 0; } else { x = Mathf.Lerp(x, 0, Time.deltaTime * drag); } Ani.SetBool("Dash", false); usedash = dashes; } } private bool IsGrounded() { return Physics2D.OverlapBox(Gr.position, new Vector2(6, 1), 0f, g); } private void jump() { if (IsGrounded()) { rb.velocity = new Vector2(rb.velocity.x, JumpPwr); Ani.SetBool("Jump", true); } } private void dash() { if (!IsGrounded() && !Fart.isPlaying && usedash != 0) { rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y + dashvec.y); x += dashvec.x; Fart.Play(); Ani.SetBool("Dash", true); Ani.SetBool("Jump", false); usedash--; } } }