private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
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 wasGrounded;
[SerializeField] private float timeToNotGrounded = 0.3f;
private float timeToNotGroundedTimer;
private Transform m_CeilingCheck; // A position marking where to check for ceilings
const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
private Animator m_Anim; // Reference to the player's animator component.
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private void Awake()
{
// Setting up references.
m_GroundCheck = transform.Find("GroundCheck");
m_CeilingCheck = transform.Find("CeilingCheck");
m_Anim = GetComponent();
m_Rigidbody2D = GetComponent();
timeToNotGroundedTimer = timeToNotGrounded;
}
private void FixedUpdate()
{
wasGrounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders [i].gameObject != gameObject)
{
m_Grounded = true;
wasGrounded = true;
timeToNotGroundedTimer = timeToNotGrounded;
}
}
if (!wasGrounded)
{
timeToNotGroundedTimer -= Time.fixedDeltaTime;
if (timeToNotGroundedTimer <= 0)
{
Debug.Log ("HAHAHAHA");
m_Grounded = false;
}
}
m_Anim.SetBool("Ground", m_Grounded);
// Set the vertical animation
m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch && m_Anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
// Set whether or not the character is crouching in the animator
m_Anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*m_CrouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
m_Anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
// 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(jump) Debug.Log (m_Grounded);
// If the player should jump...
if (m_Grounded && jump && m_Anim.GetBool("Ground"))
{
// Add a vertical force to the player.
wasGrounded = false;
m_Grounded = false;
m_Anim.SetBool("Ground", false);
m_Rigidbody2D.velocity = new Vector2 (m_Rigidbody2D.velocity.x, 0);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
Hi Guys! :D I modified a bit PlatformerCharacter script from Standard Assets from Unity to make it possible to jump in mid air, like here : http://devmag.org.za/2011/01/18/11-tips-for-making-a-fun-platformer/ in point 4. I think everything is okey in code, but my character is double jumping and I can't realize why.
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