character movement WIP

This commit is contained in:
Vova
2023-07-10 08:18:36 +03:00
parent 22b2886ff2
commit 487372a754
+8 -9
View File
@@ -60,24 +60,23 @@ public abstract class Character : MonoBehaviour
SetWalkingAnimation(h_movement != 0); SetWalkingAnimation(h_movement != 0);
//_isOnLadder = mapElement == MapElementType.Ladder && leftCheck == MapElementType.Ladder && rightCheck== MapElementType.Ladder; _isOnLadder =leftCheck == MapElementType.Ladder && rightCheck== MapElementType.Ladder;
if (mapElement == MapElementType.Ladder || (leftCheck == MapElementType.Ladder && rightCheck == MapElementType.Ladder)) if (leftCheck == MapElementType.Ladder && rightCheck == MapElementType.Ladder)
{ {
float v_movement = inputVertical; float v_movement = inputVertical;
print($"On ladder v_speed {v_movement}"); print($"On ladder v_speed {v_movement}");
isAllowVertical = true; isAllowVertical = true;
_isOnLadder = true;
if (v_movement != 0)
//if (v_movement != 0) {
//{
//if (v_movement > 0 && mapElement != MapElementType.Ladder) //if (v_movement > 0 && mapElement != MapElementType.Ladder)
//{ //{
// v_movement = 0; // v_movement = 0;
//} //}
SetClimbingAnimation(v_movement != 0); SetClimbingAnimation(v_movement != 0);
//} }
_body.velocity = new Vector2(h_movement * MovementSpeed, v_movement * MovementSpeed); _body.velocity = new Vector2(h_movement * MovementSpeed, v_movement * MovementSpeed);
} }
@@ -121,10 +120,10 @@ public abstract class Character : MonoBehaviour
if (direction==Vector2.down) if (direction==Vector2.down)
rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x + direction.x / 2, _capsuleCollider.bounds.min.y -0.1f); rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x + direction.x / 2, _capsuleCollider.bounds.min.y -0.1f);
else else
rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x + direction.x / 2, _capsuleCollider.bounds.min.y ); rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x + direction.x / 2, _capsuleCollider.bounds.min.y+0.1f );
var boundsSize = new Vector2(_capsuleCollider.bounds.size.x - 0.05f, 0.1f); var boundsSize = new Vector2(_capsuleCollider.bounds.size.x - 0.05f, 0.1f);
var raycastHit = Physics2D.BoxCast(rayStartPoint, boundsSize, 0f, direction, 1f, _mapLayer); var raycastHit = Physics2D.BoxCast(rayStartPoint, boundsSize, 0f, direction, 0.9f, _mapLayer);
MapElementType returnValue; MapElementType returnValue;
Color color = Color.red; Color color = Color.red;
if (raycastHit) if (raycastHit)