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RatAttack2D/Assets/Scripts/PlayerMovement.cs

91 lines
2.3 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D rb;
private SpriteRenderer SR;
private Transform Gr;
private Animator Ani;
private Collider2D C2D;
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<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()
{
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();
Force = Walk.ReadValue<Vector2>();
if(Force.x < 0)
{
SR.flipX = true;
Ani.SetBool("Running", true);
C2D.offset = new Vector2(1.125f, -5.5f);
}
else if(Force.x > 0)
{
SR.flipX = false;
Ani.SetBool("Running", true);
C2D.offset = new Vector2(-1.125f, -5.5f);
}
else
{
Ani.SetBool("Running", false);
}
if(rb.velocity.y < 0 && !IsGrounded())
{
Ani.SetBool("Falling", true);
}
else
{
Ani.SetBool("Falling", false);
}
}
private void FixedUpdate()
{
rb.velocity = new Vector2(Force.x*Speed, rb.velocity.y);
}
private bool IsGrounded()
{
return Physics2D.OverlapBox(Gr.position, new Vector2(6, 1), 0f, GroundLayer);
}
private void jump()
{
if(IsGrounded())
{
rb.velocity = new Vector2(rb.position.x, JumpPwr);
Ani.SetBool("Jump", true);
}
}
}