character movement WIP
This commit is contained in:
@@ -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)
|
||||||
|
|||||||
Reference in New Issue
Block a user