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Variable: {fileID: 11400000, guid: ea1cffffa7e1ed34ca1fe3d3af13777c, type: 2} + Variable: {fileID: 11400000, guid: 4644ea58ce4d81544b22caddc5e66c86, type: 2} m_useLocal: 0 m_localValue: 0 m_speed: 2 diff --git a/Assets/Scenes/Template Level.unity b/Assets/Scenes/Template Level.unity index 80095cd..3e04857 100644 --- a/Assets/Scenes/Template Level.unity +++ b/Assets/Scenes/Template Level.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:29314f417caeb73fc5246be973af52987fcdb1fa53add9c75704bd3905602dcb -size 208110 +oid sha256:576f8a7f4740d5d9ce24ebf9249ecb7edcf70356d2efc03ac5ba2cf6764ea393 +size 17983 diff --git a/Assets/Scripts/Character/CharacterController2D.cs b/Assets/Scripts/Character/CharacterController2D.cs index 4a8b2a2..ad2f0b0 100644 --- a/Assets/Scripts/Character/CharacterController2D.cs +++ b/Assets/Scripts/Character/CharacterController2D.cs @@ -1,57 +1,57 @@ -using UnityEngine; -using UnityEngine.Events; - -public class CharacterController2D : MonoBehaviour -{ - [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. - [SerializeField] private float m_WallJumpMultiplier = 3f; // Amount of force added when the player jumps off a wall. - [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 Transform m_WallCheck; - [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. - private bool m_TouchingWall; - 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; - private enum Direction { NA=0, L, R }; - private Direction m_LastWallJumpDirection = Direction.NA; - - [Header("Events")] - [Space] - - public UnityEvent OnLandEvent; - - [System.Serializable] - public class BoolEvent : UnityEvent { } - - public BoolEvent OnCrouchEvent; - private bool m_wasCrouching = false; - - private void Awake() - { - m_Rigidbody2D = GetComponent(); - - if (OnLandEvent == null) - OnLandEvent = new UnityEvent(); - - if (OnCrouchEvent == null) - OnCrouchEvent = new BoolEvent(); - } - - private void FixedUpdate() - { - CheckGrounded(); - CheckTouchingWall(); - } - +using UnityEngine; +using UnityEngine.Events; + +public class CharacterController2D : MonoBehaviour +{ + [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. + [SerializeField] private float m_WallJumpMultiplier = 3f; // Amount of force added when the player jumps off a wall. + [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 Transform m_WallCheck; + [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. + private bool m_TouchingWall; + 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; + private enum Direction { NA=0, L, R }; + private Direction m_LastWallJumpDirection = Direction.NA; + + [Header("Events")] + [Space] + + public UnityEvent OnLandEvent; + + [System.Serializable] + public class BoolEvent : UnityEvent { } + + public BoolEvent OnCrouchEvent; + private bool m_wasCrouching = false; + + private void Awake() + { + m_Rigidbody2D = GetComponent(); + + if (OnLandEvent == null) + OnLandEvent = new UnityEvent(); + + if (OnCrouchEvent == null) + OnCrouchEvent = new BoolEvent(); + } + + private void FixedUpdate() + { + CheckGrounded(); + CheckTouchingWall(); + } + private void CheckGrounded() { bool wasGrounded = m_Grounded; @@ -67,8 +67,8 @@ public class CharacterController2D : MonoBehaviour OnLandEvent.Invoke(); } } - } - + } + private void CheckTouchingWall() { m_TouchingWall = false; @@ -80,80 +80,80 @@ public class CharacterController2D : MonoBehaviour m_TouchingWall = true; } } - } - - 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 - { - 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; - - if (m_wasCrouching) - { - m_wasCrouching = false; - OnCrouchEvent.Invoke(false); - } - } - - // 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; + } + + 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 + { + 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; + + if (m_wasCrouching) + { + m_wasCrouching = false; + OnCrouchEvent.Invoke(false); + } + } + + // 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)); // Reset wall jump switch - m_LastWallJumpDirection = move > 0 ? Direction.R : Direction.L; - } + m_LastWallJumpDirection = move > 0 ? Direction.R : Direction.L; + } else if (m_TouchingWall && jump) { if (m_FacingRight && m_LastWallJumpDirection == Direction.L) @@ -173,14 +173,14 @@ public class CharacterController2D : MonoBehaviour } - 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; - } + 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; + } } \ No newline at end of file diff --git a/Assets/Variables/Runtime/freezePlayer.asset b/Assets/Variables/Runtime/freezePlayer.asset index 3a12b8b..3856791 100644 --- a/Assets/Variables/Runtime/freezePlayer.asset +++ b/Assets/Variables/Runtime/freezePlayer.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6a48a0b51c8b96ef0f55e2045c791b5a5a698d1db7fd1c68e79aa55207af5fff -size 274 +oid sha256:0bdaa82dad2328390eadee14e5be5fa2212932bb4288893339be7bd715e38eea +size 466 diff --git a/Assets/Variables/Runtime/freezePlayer.asset.meta b/Assets/Variables/Runtime/freezePlayer.asset.meta index ad6634d..5496878 100644 --- a/Assets/Variables/Runtime/freezePlayer.asset.meta +++ b/Assets/Variables/Runtime/freezePlayer.asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ea1cffffa7e1ed34ca1fe3d3af13777c +guid: 4644ea58ce4d81544b22caddc5e66c86 NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000