using UnityEngine;
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using UnityEngine.Events;
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public class CharacterController2D : MonoBehaviour
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{
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[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
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[SerializeField] private float m_WallJumpMultiplier = 3f; // Amount of force added when the player jumps off a wall.
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[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
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[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
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[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
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[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
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[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
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[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
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[SerializeField] private Transform m_WallCheck;
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[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
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const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
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private bool m_Grounded; // Whether or not the player is grounded.
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private bool m_TouchingWall;
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const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
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private Rigidbody2D m_Rigidbody2D;
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private bool m_FacingRight = true; // For determining which way the player is currently facing.
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private Vector3 m_Velocity = Vector3.zero;
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private enum Direction { NA=0, L, R };
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private Direction m_LastWallJumpDirection = Direction.NA;
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[Header("Events")]
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[Space]
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public UnityEvent OnJumpEvent;
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public UnityEvent OnLandEvent;
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[System.Serializable]
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public class BoolEvent : UnityEvent<bool> { }
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public BoolEvent OnCrouchEvent;
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private bool m_wasCrouching = false;
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private void Awake()
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{
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m_Rigidbody2D = GetComponent<Rigidbody2D>();
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if (OnLandEvent == null)
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OnLandEvent = new UnityEvent();
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if (OnCrouchEvent == null)
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OnCrouchEvent = new BoolEvent();
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}
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private void FixedUpdate()
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{
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CheckGrounded();
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CheckTouchingWall();
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}
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private void CheckGrounded()
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{
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bool wasGrounded = m_Grounded;
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m_Grounded = false;
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Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
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for (int i = 0; i < colliders.Length; i++)
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{
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if (colliders[i].gameObject != gameObject)
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{
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m_Grounded = true;
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if (!wasGrounded)
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OnLandEvent.Invoke();
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}
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}
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}
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private void CheckTouchingWall()
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{
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m_TouchingWall = false;
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if(!m_Grounded)
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{
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if(Physics2D.OverlapCircle(m_WallCheck.position, 0.2f, m_WhatIsGround))
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{
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m_TouchingWall = true;
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}
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}
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}
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public void Move(float move, bool crouch, bool jump)
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{
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// If crouching, check to see if the character can stand up
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if (!crouch)
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{
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// If the character has a ceiling preventing them from standing up, keep them crouching
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{
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crouch = true;
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}
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}
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//only control the player if grounded or airControl is turned on
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if (m_Grounded || m_AirControl)
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{
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// If crouching
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if (crouch)
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{
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if (!m_wasCrouching)
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{
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m_wasCrouching = true;
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OnCrouchEvent.Invoke(true);
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}
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// Reduce the speed by the crouchSpeed multiplier
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move *= m_CrouchSpeed;
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// Disable one of the colliders when crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = false;
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}
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else
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{
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// Enable the collider when not crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = true;
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if (m_wasCrouching)
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{
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m_wasCrouching = false;
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OnCrouchEvent.Invoke(false);
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}
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}
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// Move the character by finding the target velocity
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Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
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// And then smoothing it out and applying it to the character
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m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
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// If the input is moving the player right and the player is facing left...
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if (move > 0 && !m_FacingRight)
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{
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// ... flip the player.
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Flip();
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}
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// Otherwise if the input is moving the player left and the player is facing right...
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else if (move < 0 && m_FacingRight)
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{
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// ... flip the player.
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Flip();
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}
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}
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// If the player should jump...
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if (m_Grounded && jump)
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{
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// Add a vertical force to the player.
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m_Grounded = false;
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m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
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OnJumpEvent.Invoke();
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// Reset wall jump switch
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m_LastWallJumpDirection = move > 0 ? Direction.R : Direction.L;
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}
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else if (m_TouchingWall && jump)
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{
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if (m_FacingRight && m_LastWallJumpDirection == Direction.L)
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{
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m_Rigidbody2D.AddForce(new Vector2(m_JumpForce * m_WallJumpMultiplier * (m_FacingRight ? 1f : -1f), m_JumpForce * m_WallJumpMultiplier));
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OnJumpEvent.Invoke();
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m_LastWallJumpDirection = Direction.R;
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}
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else if (!m_FacingRight && m_LastWallJumpDirection == Direction.R)
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{
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m_Rigidbody2D.AddForce(new Vector2(m_JumpForce * m_WallJumpMultiplier * (m_FacingRight ? 1f : -1f), m_JumpForce * m_WallJumpMultiplier));
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OnJumpEvent.Invoke();
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m_LastWallJumpDirection = Direction.L;
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}
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}
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}
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private void Flip()
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{
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// Switch the way the player is labelled as facing.
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m_FacingRight = !m_FacingRight;
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// Multiply the player's x local scale by -1.
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Vector3 theScale = transform.localScale;
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theScale.x *= -1;
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transform.localScale = theScale;
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}
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}
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