Files
rpg_start/Assets/Player.cs

95 lines
2.0 KiB
C#

using UnityEngine;
public class Player : MonoBehaviour
{
private Animator anim;
private Rigidbody2D rb;
[Header("Movement details")]
[SerializeField] private float moveSpeed = 4.58f;
[SerializeField] private float jumpForce = 12;
private bool facingRight = true;
private float xInput;
[Header("Collision details")]
[SerializeField] private float groundCheckDistance;
[SerializeField] private LayerMask whatIsGround;
private bool isGrounded;
private void Awake()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponentInChildren<Animator>();
}
private void Update()
{
HandleCollision();
HandleInput();
HandleMovement();
HandleAnimations();
HandleFlip();
}
private void HandleInput()
{
xInput = Input.GetAxisRaw("Horizontal");
if (Input.GetKeyDown(KeyCode.K))
{
jump();
}
}
private void HandleAnimations()
{
bool isMoving = rb.linearVelocity.x != 0;
anim.SetBool("isMoving", isMoving);
}
private void HandleMovement()
{
rb.linearVelocity = new Vector2(xInput * moveSpeed, rb.linearVelocity.y);
}
private void jump()
{
if (isGrounded)
{
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpForce);
}
}
private void HandleCollision()
{
isGrounded = Physics2D.Raycast(transform.position, Vector2.down, groundCheckDistance, whatIsGround);
}
private void HandleFlip()
{
if(rb.linearVelocity.x > 0 && facingRight == false)
{
Flip();
}
else if (rb.linearVelocity.x < 0 && facingRight == true)
{
Flip();
}
}
private void Flip()
{
transform.Rotate(0, 180, 0);
facingRight = !facingRight;
}
private void OnDrawGizmos()
{
Gizmos.DrawLine(transform.position, transform.position + new Vector3(0, -groundCheckDistance));
}
}