1 using System;
2 using UnityEngine;
3
4 namespace UnityStandardAssets._2D
5 {
6 public class PlatformerCharacter2D : MonoBehaviour
7 {
8 [SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
9 [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
10 [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
11 [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
12 [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
13
14 private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
15 const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
16 private bool m_Grounded; // Whether or not the player is grounded.
17 private Transform m_CeilingCheck; // A position marking where to check for ceilings
18 const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
19 private Animator m_Anim; // Reference to the player's animator component.
20 private Rigidbody2D m_Rigidbody2D;
21 private bool m_FacingRight = true; // For determining which way the player is currently facing.
22
23 private void Awake()
24 {
25 // Setting up references.
26 m_GroundCheck = transform.Find("GroundCheck");
27 m_CeilingCheck = transform.Find("CeilingCheck");
28 m_Anim = GetComponent<Animator>();
29 m_Rigidbody2D = GetComponent<Rigidbody2D>();
30 }
31
32
33 private void FixedUpdate()
34 {
35 m_Grounded = false;
36
37 // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
38 // This can be done using layers instead but Sample Assets will not overwrite your project settings.
39 Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
40 for (int i = 0; i < colliders.Length; i++)
41 {
42 if (colliders[i].gameObject != gameObject)
43 m_Grounded = true;
44 }
45 m_Anim.SetBool("Ground", m_Grounded);
46
47 // Set the vertical animation
48 m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
49 }
50
51
52 public void Move(float move, bool crouch, bool jump)
53 {
54 // If crouching, check to see if the character can stand up
55 if (!crouch && m_Anim.GetBool("Crouch"))
56 {
57 // If the character has a ceiling preventing them from standing up, keep them crouching
58 if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
59 {
60 crouch = true;
61 }
62 }
63
64 // Set whether or not the character is crouching in the animator
65 m_Anim.SetBool("Crouch", crouch);
66
67 //only control the player if grounded or airControl is turned on
68 if (m_Grounded || m_AirControl)
69 {
70 // Reduce the speed if crouching by the crouchSpeed multiplier
71 move = (crouch ? move*m_CrouchSpeed : move);
72
73 // The Speed animator parameter is set to the absolute value of the horizontal input.
74 m_Anim.SetFloat("Speed", Mathf.Abs(move));
75
76 // Move the character
77 m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
78
79 // If the input is moving the player right and the player is facing left...
80 if (move > 0 && !m_FacingRight)
81 {
82 // ... flip the player.
83 Flip();
84 }
85 // Otherwise if the input is moving the player left and the player is facing right...
86 else if (move < 0 && m_FacingRight)
87 {
88 // ... flip the player.
89 Flip();
90 }
91 }
92 // If the player should jump...
93 if (m_Grounded && jump && m_Anim.GetBool("Ground"))
94 {
95 // Add a vertical force to the player.
96 m_Grounded = false;
97 m_Anim.SetBool("Ground", false);
98 m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
99 }
100 }
101
102
103 private void Flip()
104 {
105 // Switch the way the player is labelled as facing.
106 m_FacingRight = !m_FacingRight;
107
108 // Multiply the player's x local scale by -1.
109 Vector3 theScale = transform.localScale;
110 theScale.x *= -1;
111 transform.localScale = theScale;
112 }
113 }
114 }