Created
August 19, 2018 04:11
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player controller with extra Jump feature + flip function
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PlayerController : MonoBehaviour | |
{ | |
private int extraJump; | |
public int extraJumpValue; | |
public float speed; | |
public float jumpForce; | |
private float moveInput; | |
private Rigidbody2D rigidbody2; | |
private bool facingRight = true; | |
public bool isGrounded; | |
public Transform groundCheck; | |
public float checkRadius; | |
public LayerMask WhatIsGround; | |
void Start() | |
{ | |
extraJump = extraJumpValue; | |
rigidbody2 = GetComponent<Rigidbody2D>(); | |
} | |
void FixedUpdate() | |
{ | |
isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius,WhatIsGround); | |
moveInput = Input.GetAxis("Horizontal"); | |
rigidbody2.velocity =new Vector2(moveInput*speed,rigidbody2.velocity.y); | |
if(facingRight==true&&moveInput<0) | |
Flip(); | |
if(facingRight==false&&moveInput>0) | |
Flip(); | |
} | |
void Update() | |
{ | |
if (isGrounded == true) | |
{ | |
extraJump = extraJumpValue; | |
} | |
if ((Input.GetKeyDown(KeyCode.UpArrow)|| Input.GetKeyDown(KeyCode.W)|| Input.GetKeyDown(KeyCode.Space)) &&extraJump>0) | |
{ | |
rigidbody2.velocity = Vector2.up*jumpForce; | |
extraJump--; | |
}else if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.Space)) && extraJump == 0&&isGrounded==true) | |
{ | |
rigidbody2.velocity = Vector2.up * jumpForce; | |
} | |
} | |
void Flip() | |
{ | |
facingRight = !facingRight; | |
Vector3 scaller = transform.localScale; | |
scaller.x *= -1; | |
transform.localScale = scaller; | |
} | |
} |
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