|
|
@ -1,62 +0,0 @@ |
|
|
|
using UnityEngine; |
|
|
|
using System.Collections; |
|
|
|
|
|
|
|
public class PlayerControler : MonoBehaviour { |
|
|
|
|
|
|
|
void Start () { |
|
|
|
} |
|
|
|
|
|
|
|
bool pushed = false; |
|
|
|
public float speed; |
|
|
|
public Vector2 jumpVector; |
|
|
|
public GameObject bullet; |
|
|
|
bool canJump = true; |
|
|
|
bool facingLeft = true; |
|
|
|
float currentSpeed; |
|
|
|
float pushtime; |
|
|
|
|
|
|
|
void Update() { |
|
|
|
if (!pushed) { |
|
|
|
Vector2 velo = rigidbody2D.velocity; |
|
|
|
velo.x = (Input.GetAxis ("Horizontal_P1") * speed); |
|
|
|
rigidbody2D.velocity = velo; |
|
|
|
} else { |
|
|
|
Vector2 velo = rigidbody2D.velocity; |
|
|
|
if (velo.x < 0.4f && Time.time > pushtime) |
|
|
|
pushed = false; |
|
|
|
} |
|
|
|
|
|
|
|
if (Input.GetKey (KeyCode.UpArrow)){ |
|
|
|
if (canJump == true){ |
|
|
|
rigidbody2D.velocity = jumpVector; |
|
|
|
canJump = false; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
if (Input.GetKeyDown ("RightArrow") && facingLeft) { |
|
|
|
transform.Rotate (Vector3.up * 180); |
|
|
|
facingLeft = false; |
|
|
|
} |
|
|
|
|
|
|
|
if (Input.GetKeyDown ("LeftArrow") && !facingLeft) { |
|
|
|
transform.Rotate (Vector3.up * 180); |
|
|
|
facingLeft = true; |
|
|
|
} |
|
|
|
|
|
|
|
transform.eulerAngles = new Vector3 (transform.eulerAngles.x, transform.eulerAngles.y,0); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
void OnCollisionEnter2D(Collision2D col){ |
|
|
|
if (col.collider.tag == "ground") |
|
|
|
canJump = true; |
|
|
|
else if(col.collider.tag == "Player") |
|
|
|
canJump = true; |
|
|
|
} |
|
|
|
|
|
|
|
public void Pushed(){ |
|
|
|
pushed = true; |
|
|
|
pushtime = Time.time + 0.5f; |
|
|
|
} |
|
|
|
|
|
|
|
} |