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d2a2f60df7
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master
| Author | SHA1 | Date | |
|---|---|---|---|
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e70f3d2054 | ||
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232c6ff038 |
No files matched your search
@@ -4,6 +4,7 @@
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|||||||
[Bb]uild/
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[Bb]uild/
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||||||
[Bb]uilds/
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[Bb]uilds/
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||||||
[Ll]ogs/
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[Ll]ogs/
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||||||
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[Ww]eb[Gg][Ll]/
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||||||
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||||||
# Uncomment this line if you wish to ignore the asset store tools plugin
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# Uncomment this line if you wish to ignore the asset store tools plugin
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||||||
# [Aa]ssets/AssetStoreTools*
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# [Aa]ssets/AssetStoreTools*
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||||||
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|||||||
Vendored
+56
@@ -0,0 +1,56 @@
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--- !u!1102 &-1670605832708410544
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--- !u!91 &9100000
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using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
public class CharacterController2D : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
|
||||||
|
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
|
||||||
|
[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.
|
||||||
|
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
|
||||||
|
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
|
||||||
|
|
||||||
|
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.
|
||||||
|
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
|
||||||
|
private Rigidbody2D m_Rigidbody2D;
|
||||||
|
private bool m_FacingRight = true; // For determining which way the player is currently facing.
|
||||||
|
private Vector3 m_Velocity = Vector3.zero;
|
||||||
|
|
||||||
|
[Header("Events")]
|
||||||
|
[Space]
|
||||||
|
|
||||||
|
public UnityEvent OnLandEvent;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class BoolEvent : UnityEvent<bool> { }
|
||||||
|
|
||||||
|
public BoolEvent OnCrouchEvent;
|
||||||
|
private bool m_wasCrouching = false;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||||
|
|
||||||
|
if (OnLandEvent == null)
|
||||||
|
OnLandEvent = new UnityEvent();
|
||||||
|
|
||||||
|
if (OnCrouchEvent == null)
|
||||||
|
OnCrouchEvent = new BoolEvent();
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void Move(float move, bool crouch, bool jump)
|
||||||
|
{
|
||||||
|
// If crouching, check to see if the character can stand up
|
||||||
|
if (!crouch)
|
||||||
|
{
|
||||||
|
// If the character has a ceiling preventing them from standing up, keep them crouching
|
||||||
|
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
|
||||||
|
{
|
||||||
|
crouch = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//only control the player if grounded or airControl is turned on
|
||||||
|
if (m_Grounded || m_AirControl)
|
||||||
|
{
|
||||||
|
|
||||||
|
// If crouching
|
||||||
|
if (crouch)
|
||||||
|
{
|
||||||
|
if (!m_wasCrouching)
|
||||||
|
{
|
||||||
|
m_wasCrouching = true;
|
||||||
|
OnCrouchEvent.Invoke(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reduce the speed by the crouchSpeed multiplier
|
||||||
|
move *= m_CrouchSpeed;
|
||||||
|
|
||||||
|
// Disable one of the colliders when crouching
|
||||||
|
if (m_CrouchDisableCollider != null)
|
||||||
|
m_CrouchDisableCollider.enabled = false;
|
||||||
|
} else
|
||||||
|
{
|
||||||
|
// Enable the collider when not crouching
|
||||||
|
if (m_CrouchDisableCollider != null)
|
||||||
|
m_CrouchDisableCollider.enabled = true;
|
||||||
|
|
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|
if (m_wasCrouching)
|
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|
{
|
||||||
|
m_wasCrouching = false;
|
||||||
|
OnCrouchEvent.Invoke(false);
|
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|
}
|
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|
}
|
||||||
|
|
||||||
|
// Move the character by finding the target velocity
|
||||||
|
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
|
||||||
|
// 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));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void Flip()
|
||||||
|
{
|
||||||
|
// Switch the way the player is labelled as facing.
|
||||||
|
m_FacingRight = !m_FacingRight;
|
||||||
|
|
||||||
|
// Multiply the player's x local scale by -1.
|
||||||
|
Vector3 theScale = transform.localScale;
|
||||||
|
theScale.x *= -1;
|
||||||
|
transform.localScale = theScale;
|
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|
}
|
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|
}
|
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