Movement is much better
This commit is contained in:
@@ -40,8 +40,7 @@ public abstract class Character : MonoBehaviour
|
||||
|
||||
_isOnBridge = mapElement == MapElementType.Bridge && !_isFalling;
|
||||
|
||||
if (mapElement == MapElementType.Wall)
|
||||
//|| _isOnLadder || _isOnBridge || mapElement == MapElementType.BreakableWall)
|
||||
if (mapElement == MapElementType.Wall || _isOnLadder || _isOnBridge || mapElement == MapElementType.BreakableWall)
|
||||
{
|
||||
var leftCheck = GetMapElement(Vector2.left);
|
||||
var rightCheck = GetMapElement(Vector2.right);
|
||||
@@ -60,29 +59,19 @@ public abstract class Character : MonoBehaviour
|
||||
|
||||
SetWalkingAnimation(h_movement != 0);
|
||||
|
||||
_isOnLadder =leftCheck == MapElementType.Ladder && rightCheck== MapElementType.Ladder;
|
||||
_isOnLadder = leftCheck == MapElementType.Ladder && rightCheck == MapElementType.Ladder;
|
||||
|
||||
if (leftCheck == MapElementType.Ladder && rightCheck == MapElementType.Ladder)
|
||||
{
|
||||
float v_movement = inputVertical;
|
||||
print($"On ladder v_speed {v_movement}");
|
||||
isAllowVertical = true;
|
||||
|
||||
if (v_movement != 0)
|
||||
{
|
||||
//if (v_movement > 0 && mapElement != MapElementType.Ladder)
|
||||
//{
|
||||
// v_movement = 0;
|
||||
//}
|
||||
|
||||
SetClimbingAnimation(v_movement != 0);
|
||||
}
|
||||
SetClimbingAnimation(v_movement != 0);
|
||||
_body.velocity = new Vector2(h_movement * MovementSpeed, v_movement * MovementSpeed);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
print("On ground");
|
||||
_body.velocity = new Vector2(h_movement * MovementSpeed, _body.velocity.y);
|
||||
}
|
||||
}
|
||||
@@ -117,13 +106,13 @@ public abstract class Character : MonoBehaviour
|
||||
private MapElementType GetMapElement(Vector2 direction)
|
||||
{
|
||||
Vector2 rayStartPoint;
|
||||
if (direction==Vector2.down)
|
||||
rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x + direction.x / 2, _capsuleCollider.bounds.min.y -0.1f);
|
||||
if (direction == Vector2.down)
|
||||
rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x + direction.x / 2, _capsuleCollider.bounds.min.y - 0.1f);
|
||||
else
|
||||
rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x + direction.x / 2, _capsuleCollider.bounds.min.y+0.1f );
|
||||
rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x, _capsuleCollider.bounds.min.y + 0.05f);
|
||||
var boundsSize = new Vector2(_capsuleCollider.bounds.size.x - 0.05f, 0.1f);
|
||||
|
||||
var raycastHit = Physics2D.BoxCast(rayStartPoint, boundsSize, 0f, direction, 0.9f, _mapLayer);
|
||||
var raycastHit = Physics2D.BoxCast(rayStartPoint, boundsSize, 0f, direction, 0.1f, _mapLayer);
|
||||
MapElementType returnValue;
|
||||
Color color = Color.red;
|
||||
if (raycastHit)
|
||||
|
||||
Reference in New Issue
Block a user