Skip to content
GitLab
Menu
Projects
Groups
Snippets
Help
Help
Support
Community forum
Keyboard shortcuts
?
Submit feedback
Sign in
Toggle navigation
Menu
Open sidebar
GameDevWeek
Wintersemester 2018-2019
Unity
Suck It
Commits
823f3c93
Commit
823f3c93
authored
Mar 25, 2019
by
Unknown
Browse files
Auto stash before merge of "master" and "origin/master"
parent
303c8f98
Changes
9
Hide whitespace changes
Inline
Side-by-side
Assets/_Game/Data/Player Data.meta
deleted
100644 → 0
View file @
303c8f98
fileFormatVersion: 2
guid: 336a38d957ba588489ecf85d686fd9e5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scenes/DemoScenePlayerControls.unity
View file @
823f3c93
...
...
@@ -205,6 +205,8 @@ GameObject:
-
component
:
{
fileID
:
754698448
}
-
component
:
{
fileID
:
754698447
}
-
component
:
{
fileID
:
754698446
}
-
component
:
{
fileID
:
754698449
}
-
component
:
{
fileID
:
754698450
}
m_Layer
:
0
m_Name
:
Player
m_TagString
:
Untagged
...
...
@@ -221,10 +223,21 @@ MonoBehaviour:
m_GameObject
:
{
fileID
:
754698445
}
m_Enabled
:
1
m_EditorHideFlags
:
0
m_Script
:
{
fileID
:
11500000
,
guid
:
9e6ea4df3f44b43c592ce2ea6338d620
,
type
:
3
}
m_Script
:
{
fileID
:
11500000
,
guid
:
e310ba2b65602490894409ff217e2731
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
speed
:
1
m_JumpForce
:
400
m_MovementSmoothing
:
0.05
m_AirControl
:
0
m_WhatIsGround
:
serializedVersion
:
2
m_Bits
:
513
m_GroundCheck
:
{
fileID
:
754698448
}
OnLandEvent
:
m_PersistentCalls
:
m_Calls
:
[]
m_TypeName
:
UnityEngine.Events.UnityEvent, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
---
!u!212
&754698447
SpriteRenderer
:
m_ObjectHideFlags
:
0
...
...
@@ -281,12 +294,59 @@ Transform:
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
754698445
}
m_LocalRotation
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
1
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
.148
,
z
:
0
}
m_LocalScale
:
{
x
:
1
,
y
:
1
,
z
:
1
}
m_Children
:
[]
m_Father
:
{
fileID
:
0
}
m_RootOrder
:
2
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
---
!u!50
&754698449
Rigidbody2D
:
serializedVersion
:
4
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
754698445
}
m_BodyType
:
0
m_Simulated
:
1
m_UseFullKinematicContacts
:
0
m_UseAutoMass
:
0
m_Mass
:
1
m_LinearDrag
:
0
m_AngularDrag
:
0.05
m_GravityScale
:
0
m_Material
:
{
fileID
:
0
}
m_Interpolate
:
0
m_SleepingMode
:
1
m_CollisionDetection
:
0
m_Constraints
:
4
---
!u!61
&754698450
BoxCollider2D
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
754698445
}
m_Enabled
:
1
m_Density
:
1
m_Material
:
{
fileID
:
0
}
m_IsTrigger
:
0
m_UsedByEffector
:
0
m_UsedByComposite
:
0
m_Offset
:
{
x
:
0
,
y
:
0
}
m_SpriteTilingProperty
:
border
:
{
x
:
0.049999997
,
y
:
0.049999997
,
z
:
0.049999997
,
w
:
0.049999997
}
pivot
:
{
x
:
0.5
,
y
:
0.5
}
oldSize
:
{
x
:
0.16
,
y
:
0.16
}
newSize
:
{
x
:
0.16
,
y
:
0.16
}
adaptiveTilingThreshold
:
0.5
drawMode
:
0
adaptiveTiling
:
0
m_AutoTiling
:
0
serializedVersion
:
2
m_Size
:
{
x
:
0.16
,
y
:
0.16
}
m_EdgeRadius
:
0
---
!u!1
&924553758
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -356,3 +416,321 @@ Transform:
m_Father
:
{
fileID
:
0
}
m_RootOrder
:
1
m_LocalEulerAnglesHint
:
{
x
:
50
,
y
:
-30
,
z
:
0
}
---
!u!1
&1341353375
GameObject
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
serializedVersion
:
6
m_Component
:
-
component
:
{
fileID
:
1341353378
}
-
component
:
{
fileID
:
1341353377
}
-
component
:
{
fileID
:
1341353376
}
m_Layer
:
9
m_Name
:
Ground (2)
m_TagString
:
Untagged
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
---
!u!61
&1341353376
BoxCollider2D
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1341353375
}
m_Enabled
:
1
m_Density
:
1
m_Material
:
{
fileID
:
0
}
m_IsTrigger
:
0
m_UsedByEffector
:
0
m_UsedByComposite
:
0
m_Offset
:
{
x
:
0
,
y
:
0
}
m_SpriteTilingProperty
:
border
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
0
}
pivot
:
{
x
:
0.5
,
y
:
0.5
}
oldSize
:
{
x
:
1
,
y
:
1
}
newSize
:
{
x
:
1
,
y
:
1
}
adaptiveTilingThreshold
:
0.5
drawMode
:
0
adaptiveTiling
:
0
m_AutoTiling
:
0
serializedVersion
:
2
m_Size
:
{
x
:
1
,
y
:
1
}
m_EdgeRadius
:
0.01
---
!u!212
&1341353377
SpriteRenderer
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1341353375
}
m_Enabled
:
1
m_CastShadows
:
0
m_ReceiveShadows
:
0
m_DynamicOccludee
:
1
m_MotionVectors
:
1
m_LightProbeUsage
:
1
m_ReflectionProbeUsage
:
1
m_RenderingLayerMask
:
1
m_RendererPriority
:
0
m_Materials
:
-
{
fileID
:
10754
,
guid
:
0000000000000000f000000000000000
,
type
:
0
}
m_StaticBatchInfo
:
firstSubMesh
:
0
subMeshCount
:
0
m_StaticBatchRoot
:
{
fileID
:
0
}
m_ProbeAnchor
:
{
fileID
:
0
}
m_LightProbeVolumeOverride
:
{
fileID
:
0
}
m_ScaleInLightmap
:
1
m_PreserveUVs
:
0
m_IgnoreNormalsForChartDetection
:
0
m_ImportantGI
:
0
m_StitchLightmapSeams
:
0
m_SelectedEditorRenderState
:
0
m_MinimumChartSize
:
4
m_AutoUVMaxDistance
:
0.5
m_AutoUVMaxAngle
:
89
m_LightmapParameters
:
{
fileID
:
0
}
m_SortingLayerID
:
0
m_SortingLayer
:
0
m_SortingOrder
:
0
m_Sprite
:
{
fileID
:
21300000
,
guid
:
d0325f4b5843676408fd1f628635d218
,
type
:
3
}
m_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
m_FlipX
:
0
m_FlipY
:
0
m_DrawMode
:
0
m_Size
:
{
x
:
1
,
y
:
1
}
m_AdaptiveModeThreshold
:
0.5
m_SpriteTileMode
:
0
m_WasSpriteAssigned
:
1
m_MaskInteraction
:
0
m_SpriteSortPoint
:
0
---
!u!4
&1341353378
Transform
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1341353375
}
m_LocalRotation
:
{
x
:
0.011687811
,
y
:
-0.08583834
,
z
:
0.13352697
,
w
:
0.98725164
}
m_LocalPosition
:
{
x
:
2.405
,
y
:
0.311
,
z
:
0
}
m_LocalScale
:
{
x
:
2.5
,
y
:
0.1
,
z
:
1
}
m_Children
:
[]
m_Father
:
{
fileID
:
0
}
m_RootOrder
:
5
m_LocalEulerAnglesHint
:
{
x
:
2.637
,
y
:
-9.587001
,
z
:
15.184001
}
---
!u!1
&1589010598
GameObject
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
serializedVersion
:
6
m_Component
:
-
component
:
{
fileID
:
1589010601
}
-
component
:
{
fileID
:
1589010600
}
-
component
:
{
fileID
:
1589010599
}
m_Layer
:
9
m_Name
:
Ground (1)
m_TagString
:
Untagged
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
---
!u!61
&1589010599
BoxCollider2D
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1589010598
}
m_Enabled
:
1
m_Density
:
1
m_Material
:
{
fileID
:
0
}
m_IsTrigger
:
0
m_UsedByEffector
:
0
m_UsedByComposite
:
0
m_Offset
:
{
x
:
0
,
y
:
0
}
m_SpriteTilingProperty
:
border
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
0
}
pivot
:
{
x
:
0.5
,
y
:
0.5
}
oldSize
:
{
x
:
1
,
y
:
1
}
newSize
:
{
x
:
1
,
y
:
1
}
adaptiveTilingThreshold
:
0.5
drawMode
:
0
adaptiveTiling
:
0
m_AutoTiling
:
0
serializedVersion
:
2
m_Size
:
{
x
:
1
,
y
:
1
}
m_EdgeRadius
:
0.01
---
!u!212
&1589010600
SpriteRenderer
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1589010598
}
m_Enabled
:
1
m_CastShadows
:
0
m_ReceiveShadows
:
0
m_DynamicOccludee
:
1
m_MotionVectors
:
1
m_LightProbeUsage
:
1
m_ReflectionProbeUsage
:
1
m_RenderingLayerMask
:
1
m_RendererPriority
:
0
m_Materials
:
-
{
fileID
:
10754
,
guid
:
0000000000000000f000000000000000
,
type
:
0
}
m_StaticBatchInfo
:
firstSubMesh
:
0
subMeshCount
:
0
m_StaticBatchRoot
:
{
fileID
:
0
}
m_ProbeAnchor
:
{
fileID
:
0
}
m_LightProbeVolumeOverride
:
{
fileID
:
0
}
m_ScaleInLightmap
:
1
m_PreserveUVs
:
0
m_IgnoreNormalsForChartDetection
:
0
m_ImportantGI
:
0
m_StitchLightmapSeams
:
0
m_SelectedEditorRenderState
:
0
m_MinimumChartSize
:
4
m_AutoUVMaxDistance
:
0.5
m_AutoUVMaxAngle
:
89
m_LightmapParameters
:
{
fileID
:
0
}
m_SortingLayerID
:
0
m_SortingLayer
:
0
m_SortingOrder
:
0
m_Sprite
:
{
fileID
:
21300000
,
guid
:
d0325f4b5843676408fd1f628635d218
,
type
:
3
}
m_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
m_FlipX
:
0
m_FlipY
:
0
m_DrawMode
:
0
m_Size
:
{
x
:
1
,
y
:
1
}
m_AdaptiveModeThreshold
:
0.5
m_SpriteTileMode
:
0
m_WasSpriteAssigned
:
1
m_MaskInteraction
:
0
m_SpriteSortPoint
:
0
---
!u!4
&1589010601
Transform
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1589010598
}
m_LocalRotation
:
{
x
:
-0
,
y
:
-0
,
z
:
-0.38941705
,
w
:
0.9210615
}
m_LocalPosition
:
{
x
:
-2.09
,
y
:
0.85
,
z
:
0
}
m_LocalScale
:
{
x
:
2.5
,
y
:
0.1
,
z
:
1
}
m_Children
:
[]
m_Father
:
{
fileID
:
0
}
m_RootOrder
:
4
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
-45.837
}
---
!u!1
&1796083272
GameObject
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
serializedVersion
:
6
m_Component
:
-
component
:
{
fileID
:
1796083275
}
-
component
:
{
fileID
:
1796083274
}
-
component
:
{
fileID
:
1796083273
}
m_Layer
:
9
m_Name
:
Ground
m_TagString
:
Untagged
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
---
!u!61
&1796083273
BoxCollider2D
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1796083272
}
m_Enabled
:
1
m_Density
:
1
m_Material
:
{
fileID
:
0
}
m_IsTrigger
:
0
m_UsedByEffector
:
0
m_UsedByComposite
:
0
m_Offset
:
{
x
:
0
,
y
:
0
}
m_SpriteTilingProperty
:
border
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
0
}
pivot
:
{
x
:
0.5
,
y
:
0.5
}
oldSize
:
{
x
:
1
,
y
:
1
}
newSize
:
{
x
:
1
,
y
:
1
}
adaptiveTilingThreshold
:
0.5
drawMode
:
0
adaptiveTiling
:
0
m_AutoTiling
:
0
serializedVersion
:
2
m_Size
:
{
x
:
1
,
y
:
1
}
m_EdgeRadius
:
0.01
---
!u!212
&1796083274
SpriteRenderer
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1796083272
}
m_Enabled
:
1
m_CastShadows
:
0
m_ReceiveShadows
:
0
m_DynamicOccludee
:
1
m_MotionVectors
:
1
m_LightProbeUsage
:
1
m_ReflectionProbeUsage
:
1
m_RenderingLayerMask
:
1
m_RendererPriority
:
0
m_Materials
:
-
{
fileID
:
10754
,
guid
:
0000000000000000f000000000000000
,
type
:
0
}
m_StaticBatchInfo
:
firstSubMesh
:
0
subMeshCount
:
0
m_StaticBatchRoot
:
{
fileID
:
0
}
m_ProbeAnchor
:
{
fileID
:
0
}
m_LightProbeVolumeOverride
:
{
fileID
:
0
}
m_ScaleInLightmap
:
1
m_PreserveUVs
:
0
m_IgnoreNormalsForChartDetection
:
0
m_ImportantGI
:
0
m_StitchLightmapSeams
:
0
m_SelectedEditorRenderState
:
0
m_MinimumChartSize
:
4
m_AutoUVMaxDistance
:
0.5
m_AutoUVMaxAngle
:
89
m_LightmapParameters
:
{
fileID
:
0
}
m_SortingLayerID
:
0
m_SortingLayer
:
0
m_SortingOrder
:
0
m_Sprite
:
{
fileID
:
21300000
,
guid
:
d0325f4b5843676408fd1f628635d218
,
type
:
3
}
m_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
m_FlipX
:
0
m_FlipY
:
0
m_DrawMode
:
0
m_Size
:
{
x
:
1
,
y
:
1
}
m_AdaptiveModeThreshold
:
0.5
m_SpriteTileMode
:
0
m_WasSpriteAssigned
:
1
m_MaskInteraction
:
0
m_SpriteSortPoint
:
0
---
!u!4
&1796083275
Transform
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1796083272
}
m_LocalRotation
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
1
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalScale
:
{
x
:
2.5
,
y
:
0.1
,
z
:
1
}
m_Children
:
[]
m_Father
:
{
fileID
:
0
}
m_RootOrder
:
3
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
Assets/_Game/Scripts/Interaction.meta
deleted
100644 → 0
View file @
303c8f98
fileFormatVersion: 2
guid: 5782222d4c9b9424ea96676650e643a8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scripts/Player/Movement.cs
deleted
100644 → 0
View file @
303c8f98
using
UnityEngine
;
namespace
_Game.Scripts.Player
{
public
class
Movement
:
MonoBehaviour
{
public
float
speed
=
1.0f
;
public
float
groundDist
=
0.5f
;
public
int
layer
;
private
Transform
_player
;
private
Rigidbody2D
_r2D
;
private
float
_xAxis
;
// Start is called before the first frame update
private
void
Start
()
{
_player
=
GetComponent
<
Transform
>();
}
// Update is called once per frame
private
void
Update
()
{
Move
();
}
private
void
Move
()
{
_xAxis
=
Input
.
GetAxis
(
"Horizontal"
);
_player
.
position
+=
new
Vector3
(
_xAxis
,
0
,
0
).
normalized
*
speed
*
Time
.
deltaTime
;
}
private
bool
Grounded
()
{
var
position
=
_player
.
position
;
return
Physics2D
.
Raycast
(
new
Vector2
(
position
.
x
,
position
.
y
)
+
(
Vector2
.
up
*
0.5f
),
Vector2
.
down
,
groundDist
,
layer
);
}
}
}
\ No newline at end of file
Assets/_Game/Scripts/Player/Movement.cs.meta
View file @
823f3c93
fileFormatVersion: 2
guid:
e310ba2b65602490894409ff217e2731
guid:
74c3d5aa470f74c6b8be2a45ebdf0ac7
MonoImporter:
externalObjects: {}
serializedVersion: 2
...
...
Assets/_Game/Scripts/Player/MovementController.cs
0 → 100644
View file @
823f3c93
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.Events
;
public
class
MovementController
:
MonoBehaviour
{
[
SerializeField
]
private
float
m_JumpForce
=
400f
;
// Amount of force added when the player jumps.
[
Range
(
0
,
.
3f
)]
[
SerializeField
]
private
float
m_MovementSmoothing
=
.
05f
;
// How much to smooth out the movement
[
SerializeField
]
private
bool
m_AirControl
=
false
;
// Whether or not a player can steer while jumping;
[
SerializeField
]
private
LayerMask
m_WhatIsGround
;
// A mask determining what is ground to the character
[
SerializeField
]
private
Transform
m_GroundCheck
;
// A position marking where to check if the player is grounded.
const
float
k_GroundedRadius
=
.
2f
;
// Radius of the overlap circle to determine if grounded
private
bool
m_Grounded
;
// Whether or not the player is grounded.
private
Rigidbody2D
m_Rigidbody2D
;
private
bool
m_FacingRight
=
true
;
// For determining which way the player is currently facing.
private
Vector3
m_Velocity
=
Vector3
.
zero
;
private
RaycastHit2D
[]
m_Hits
;
private
ContactFilter2D
m_filter2d
;
private
Vector2
m_groundNormal
;
[
Header
(
"Events"
)]
[
Space
]
public
UnityEvent
OnLandEvent
;
private
void
Awake
()
{
m_Rigidbody2D
=
GetComponent
<
Rigidbody2D
>();
m_filter2d
.
SetLayerMask
(
m_WhatIsGround
);
if
(
OnLandEvent
==
null
)
OnLandEvent
=
new
UnityEvent
();
}
private
void
Update
(){
}
private
void
FixedUpdate
()
{
bool
wasGrounded
=
m_Grounded
;
m_Grounded
=
false
;
/* // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
} */
m_Hits
=
new
RaycastHit2D
[
16
];
Physics2D
.
Raycast
(
m_GroundCheck
.
position
,
Vector2
.
down
,
m_filter2d
,
m_Hits
);
for
(
int
i
=
0
;
i
<
m_Hits
.
Length
;
i
++){
if
(
m_Hits
[
i
].
transform
==
null
||
m_Hits
[
i
].
transform
.
gameObject
==
gameObject
)
continue
;
m_Grounded
=
true
;
m_groundNormal
=
m_Hits
[
i
].
normal
;
}
//Debug.Log(m_Grounded);
float
x
=
Input
.
GetAxis
(
"Horizontal"
);
Move
(
x
*
10f
*
Time
.
deltaTime
,
false
,
false
);
}
public
void
Move
(
float
move
,
bool
crouch
,
bool
jump
)
{
//only control the player if grounded or airControl is turned on
if
(
m_Grounded
||
m_AirControl
)
{
Vector2
dir
=
new
Vector2
(
m_groundNormal
.
y
,
-
m_groundNormal
.
x
);
// Move the character by finding the target velocity
//Vector2 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
Vector2
targetVelocity
=
dir
.
normalized
*
move
*
10f
;
// And then smoothing it out and applying it to the character
m_Rigidbody2D
.
velocity
=
Vector3
.
SmoothDamp
(
m_Rigidbody2D
.
velocity
,
targetVelocity
,
ref
m_Velocity
,
m_MovementSmoothing
);
// If the input is moving the player right and the player is facing left...
if
(
move
>
0
&&
!
m_FacingRight
)
{
// ... flip the player.
Flip
();
}
// Otherwise if the input is moving the player left and the player is facing right...
else
if
(
move
<
0
&&
m_FacingRight
)
{
// ... flip the player.
Flip
();
}
}
// If the player should jump...
if
(
m_Grounded
&&
jump
)
{
// Add a vertical force to the player.
m_Grounded
=
false
;
m_Rigidbody2D
.
AddForce
(
new
Vector2
(
0f
,
m_JumpForce
));
}