Commit 823f3c93 authored by Unknown's avatar Unknown
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Auto stash before merge of "master" and "origin/master"

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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);
}
}
}
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......
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));
}
}