Basic Movement

This commit is contained in:
Gerard Gascón 2023-02-27 01:42:49 +01:00
parent 1b371ed3e2
commit e874c23647
51 changed files with 8867 additions and 10 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
public class PlayerController : MonoBehaviour {
[SerializeField] float speed = 50f;
[SerializeField, Range(0f, .5f)] float acceleration = .1f;
[SerializeField, Range(0f, .5f)] float flipSmooth = .1f;
[SerializeField] float jumpForce = 10f;
Vector2 _input;
float _xVelocity, _flipVelocity;
int _facingDirection = 1;
Rigidbody2D _rb2d;
[Space]
[SerializeField] LayerMask groundMask;
[SerializeField, Range(0f, 1f)] float feetHeight;
[SerializeField, Range(0f, 2f)] float feetWidth;
[SerializeField] Transform feetPos;
bool _isGrounded;
[SerializeField, Range(0f, .5f)] float coyoteTime;
float _coyoteTime;
[SerializeField, Range(0f, .5f)] float jumpBuffer;
float _jumpBuffer;
void Awake() {
_rb2d = GetComponent<Rigidbody2D>();
}
void Update() {
_input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
_facingDirection = _input.x switch {
> 0f => 1,
< 0f => -1,
_ => _facingDirection
};
transform.localScale =
new Vector3(Mathf.SmoothDamp(transform.localScale.x, _facingDirection, ref _flipVelocity, flipSmooth),
transform.localScale.y, transform.localScale.z);
_isGrounded = Physics2D.OverlapBox(feetPos.position, new Vector2(feetWidth, feetHeight), 0f, groundMask);
if (_isGrounded && _rb2d.velocity.y <= 0f) _coyoteTime = coyoteTime;
if (Input.GetKeyDown(KeyCode.Space)) _jumpBuffer = jumpBuffer;
_jumpBuffer -= Time.deltaTime;
_coyoteTime -= Time.deltaTime;
}
void FixedUpdate() {
_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * speed, ref _xVelocity, acceleration), _rb2d.velocity.y);
if (_coyoteTime > 0f && _jumpBuffer > 0f) {
_rb2d.velocity = new Vector2(_rb2d.velocity.x, 0f);
_rb2d.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
_coyoteTime = _jumpBuffer = 0f;
}
}
void OnDrawGizmosSelected() {
Gizmos.color = Color.red;
if (feetPos) Gizmos.DrawWireCube(feetPos.position, new Vector3(feetWidth, feetHeight));
}
}

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