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