Unity3d Official Tutorial
https://learn.unity.com/pathways
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
119 lines
2.9 KiB
119 lines
2.9 KiB
1 year ago
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
|
||
|
public class SidescrollerController : KinematicObject
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Max horizontal speed of the player.
|
||
|
/// </summary>
|
||
|
public float maxSpeed = 7;
|
||
|
/// <summary>
|
||
|
/// Initial jump velocity at the start of a jump.
|
||
|
/// </summary>
|
||
|
public float jumpTakeOffSpeed = 7;
|
||
|
public float jumpDeceleration;
|
||
|
|
||
|
public JumpState jumpState = JumpState.Grounded;
|
||
|
private bool stopJump;
|
||
|
/*internal new*/ public Collider2D collider2d;
|
||
|
public bool controlEnabled = true;
|
||
|
|
||
|
bool jump;
|
||
|
Vector2 move;
|
||
|
SpriteRenderer spriteRenderer;
|
||
|
internal Animator animator;
|
||
|
|
||
|
public Bounds Bounds => collider2d.bounds;
|
||
|
|
||
|
void Awake()
|
||
|
{
|
||
|
collider2d = GetComponent<Collider2D>();
|
||
|
spriteRenderer = GetComponent<SpriteRenderer>();
|
||
|
animator = GetComponent<Animator>();
|
||
|
}
|
||
|
|
||
|
protected override void Update()
|
||
|
{
|
||
|
if (controlEnabled)
|
||
|
{
|
||
|
move.x = Input.GetAxis("Horizontal");
|
||
|
if (jumpState == JumpState.Grounded && Input.GetButtonDown("Jump"))
|
||
|
jumpState = JumpState.PrepareToJump;
|
||
|
else if (Input.GetButtonUp("Jump"))
|
||
|
{
|
||
|
stopJump = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
move.x = 0;
|
||
|
}
|
||
|
UpdateJumpState();
|
||
|
base.Update();
|
||
|
}
|
||
|
|
||
|
void UpdateJumpState()
|
||
|
{
|
||
|
jump = false;
|
||
|
switch (jumpState)
|
||
|
{
|
||
|
case JumpState.PrepareToJump:
|
||
|
jumpState = JumpState.Jumping;
|
||
|
jump = true;
|
||
|
stopJump = false;
|
||
|
break;
|
||
|
case JumpState.Jumping:
|
||
|
if (!IsGrounded)
|
||
|
{
|
||
|
jumpState = JumpState.InFlight;
|
||
|
}
|
||
|
break;
|
||
|
case JumpState.InFlight:
|
||
|
if (IsGrounded)
|
||
|
{
|
||
|
jumpState = JumpState.Landed;
|
||
|
}
|
||
|
break;
|
||
|
case JumpState.Landed:
|
||
|
jumpState = JumpState.Grounded;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected override void ComputeVelocity()
|
||
|
{
|
||
|
if (jump && IsGrounded)
|
||
|
{
|
||
|
velocity.y = jumpTakeOffSpeed;
|
||
|
jump = false;
|
||
|
}
|
||
|
else if (stopJump)
|
||
|
{
|
||
|
stopJump = false;
|
||
|
if (velocity.y > 0)
|
||
|
{
|
||
|
velocity.y = velocity.y * jumpDeceleration;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (move.x > 0.01f)
|
||
|
spriteRenderer.flipX = false;
|
||
|
else if (move.x < -0.01f)
|
||
|
spriteRenderer.flipX = true;
|
||
|
|
||
|
animator.SetBool("grounded", IsGrounded);
|
||
|
animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);
|
||
|
|
||
|
targetVelocity = move * maxSpeed;
|
||
|
}
|
||
|
|
||
|
public enum JumpState
|
||
|
{
|
||
|
Grounded,
|
||
|
PrepareToJump,
|
||
|
Jumping,
|
||
|
InFlight,
|
||
|
Landed
|
||
|
}
|
||
|
}
|