Antorcha y hielo
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12 changed files with 981 additions and 271 deletions
8
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8
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72
Assets/Animations/Decoration/Antorchat_0.controller
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72
Assets/Animations/Decoration/Antorchat_0.controller
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8
Assets/Animations/Decoration/Antorchat_0.controller.meta
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8
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164
Assets/Animations/Decoration/Torch.anim
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164
Assets/Animations/Decoration/Torch.anim
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8
Assets/Animations/Decoration/Torch.anim.meta
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8
Assets/Animations/Decoration/Torch.anim.meta
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m_Name: Ice
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m_Name: Ice
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speed: 10
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speed: 10
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acceleration: 0.05
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acceleration: 0.05
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airAcceleration: 0.3
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iceAcceleration: 0.6
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flipSmooth: 0.05
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flipSmooth: 0.05
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jumpForce: 35
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jumpForce: 35
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gradualJumpMultiplier: 0.5
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gradualJumpMultiplier: 0.5
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@ -12,11 +12,17 @@ public class PlayerController : MonoBehaviour {
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[Header("Stats")]
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[Header("Stats")]
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[SerializeField] float speed = 50f;
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[SerializeField] float speed = 50f;
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float _currentSpeed;
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float _currentSpeed;
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[SerializeField, Range(0f, .5f)] float acceleration = .1f;
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[SerializeField, Range(0f, 2f)] float acceleration = .1f;
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[SerializeField, Range(0f, 2f)] float airAcceleration = .1f;
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[SerializeField, Range(0f, 2f)] float iceAcceleration = .1f;
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[SerializeField, Range(0f, .5f)] float flipSmooth = .1f;
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[SerializeField, Range(0f, .5f)] float flipSmooth = .1f;
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[SerializeField] float jumpForce = 10f;
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[SerializeField] float jumpForce = 10f;
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[SerializeField, Range(0f, 1f)] float gradualJumpMultiplier = .5f;
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[SerializeField, Range(0f, 1f)] float gradualJumpMultiplier = .5f;
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[Space]
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[SerializeField] LayerMask iceMask;
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bool _onIce;
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Vector2 _input;
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Vector2 _input;
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float _xVelocity, _flipVelocity;
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float _xVelocity, _flipVelocity;
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int _facingDirection = 1;
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int _facingDirection = 1;
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transform.localScale = localScale;
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transform.localScale = localScale;
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_isGrounded = Physics2D.OverlapBox(feetPos.position, new Vector2(feetWidth, feetHeight), 0f, groundMask);
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_isGrounded = Physics2D.OverlapBox(feetPos.position, new Vector2(feetWidth, feetHeight), 0f, groundMask);
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_onIce = Physics2D.OverlapBox(feetPos.position, new Vector2(feetWidth, feetHeight), 0f, iceMask);
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_anim.SetBool(Grounded, _isGrounded);
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_anim.SetBool(Grounded, _isGrounded);
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if (_isGrounded && _rb2d.velocity.y <= 0f) _coyoteTime = coyoteTime;
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if (_isGrounded && _rb2d.velocity.y <= 0f) _coyoteTime = coyoteTime;
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void FixedUpdate() {
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void FixedUpdate() {
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if (_dead) return;
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if (_dead) return;
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if (_onIce) {
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_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * _currentSpeed * _controlsDirection, ref _xVelocity, iceAcceleration), _rb2d.velocity.y);
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}else if (_isGrounded) {
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_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * _currentSpeed * _controlsDirection, ref _xVelocity, acceleration), _rb2d.velocity.y);
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_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * _currentSpeed * _controlsDirection, ref _xVelocity, acceleration), _rb2d.velocity.y);
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} else {
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_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * _currentSpeed * _controlsDirection, ref _xVelocity, airAcceleration), _rb2d.velocity.y);
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}
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_anim.SetFloat(Speed, Mathf.Abs(_rb2d.velocity.x));
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_anim.SetFloat(Speed, Mathf.Abs(_rb2d.velocity.x));
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|
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--- !u!114 &15
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--- !u!114 &19
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|
Loading…
Add table
Add a link
Reference in a new issue