Created
July 17, 2017 16:36
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using UnityEngine; | |
using System.Collections; | |
using System.Diagnostics; | |
public class RobotController1 : MonoBehaviour | |
{ | |
//This will be our maximum speed as we will always be multiplying by 1 | |
public static float maxSpeed = 9f; | |
//a boolean value to represent whether we are facing left or not | |
bool facingLeft = true; | |
//a value to represent our Animator | |
Animator anim; | |
// Use this for initialization | |
//to check ground and to have a jumpforce we can change in the editor | |
bool grounded; | |
public Transform groundCheck; | |
float groundRadius = 0.2f; | |
public LayerMask whatIsGround; | |
public float jumpForce = 450; | |
private Rigidbody myRigidbody; | |
private float canJump = 0f; | |
private void Starting() | |
{ | |
this.myRigidbody = this.GetComponent<Rigidbody>(); | |
} | |
void Start() | |
{ | |
//set anim to our animator | |
anim = GetComponent<Animator>(); | |
} | |
// Update is called once per frame (dependent on fps), FixedUpdate is used when dealing with Rigidbody (every fixed frame) | |
void FixedUpdate() | |
{ | |
grounded = false; | |
//set our vSpeed | |
anim.SetFloat("vSpeed", this.GetComponent<Rigidbody2D>().velocity.y); | |
//set our grounded bool | |
grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround); | |
//set ground in our Animator to match grounded | |
anim.SetBool("Ground", grounded); | |
float move = Input.GetAxis("Horizontal2"); | |
this.GetComponent<Rigidbody2D>().velocity = new Vector3(move * maxSpeed, this.GetComponent<Rigidbody2D>().velocity.y); | |
//set our speed | |
anim.SetFloat("Speed", Mathf.Abs(move)); | |
//Gives us of one if we are moving via the arrow keys | |
//move our Players rigidbody | |
/*float speed = 6; | |
if (Input.GetKey(KeyCode.A)) | |
transform.Translate(Vector3.left * speed * Time.deltaTime); | |
if (Input.GetKey(KeyCode.D)) | |
transform.Translate(Vector3.right * speed * Time.deltaTime); | |
if (Input.GetKey(KeyCode.W)) | |
transform.Translate(Vector3.up * speed * Time.deltaTime * 2); | |
*/ | |
//this.GetComponent<Rigidbody2D>().velocity = new Vector3(move * maxSpeed, this.GetComponent<Rigidbody2D>().velocity.y); | |
//set our speed | |
//anim.SetFloat("Speed", Mathf.Abs(move)); | |
//if we are moving left but not facing left flip, and vice versa | |
/*if ((Input.GetKey(KeyCode.A)) && !facingLeft) | |
{ | |
Flip(); | |
} | |
else if ((Input.GetKey(KeyCode.D)) && facingLeft) | |
{ | |
Flip(); | |
}*/ | |
if (move < 0 && !facingLeft) | |
{ | |
Flip(); | |
} | |
else if (move > 0 && facingLeft) | |
{ | |
Flip(); | |
} | |
/*if (grounded && Input.GetKeyDown(KeyCode.Space) && Time.time > canJump) | |
{ | |
this.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce)); | |
anim.SetBool("Ground", false); | |
canJump = Time.time + 1.75f; | |
//grounded = false; | |
}*/ | |
if (grounded && Input.GetKeyDown(KeyCode.W) && Time.time > canJump) | |
{ | |
this.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce)); | |
anim.SetBool("Ground", false); | |
canJump = Time.time + 1.25f; | |
//grounded = false; | |
} | |
} | |
public virtual void ComputeVelocity() | |
{ | |
} | |
void Update() | |
{ | |
} | |
//flip if needed | |
void Flip() | |
{ | |
facingLeft = !facingLeft; | |
Vector3 theScale = transform.localScale; | |
theScale.x *= -1; | |
transform.localScale = theScale; | |
} | |
} |
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This script is essentially the same as RobotController, except for the fact that it uses the "Horizontal2" axis from Input Manager, allowing them to move using "W-A-D".