120 lines
3.0 KiB
C#
120 lines
3.0 KiB
C#
using UnityEngine;
|
|
|
|
public class PlayerController : MonoBehaviour
|
|
{
|
|
[SerializeField]
|
|
private Animator animator;
|
|
[SerializeField]
|
|
private float MovementSpeed = 1.5f;
|
|
[SerializeField]
|
|
private LayerMask ladderLayer;
|
|
[SerializeField]
|
|
private LayerMask groundLayer;
|
|
[SerializeField]
|
|
private float distance;
|
|
private bool _isOnLadder;
|
|
private Rigidbody2D _body;
|
|
private BoxCollider2D _boxCollider;
|
|
private bool _isFall;
|
|
private bool _facingRight = true;
|
|
private bool _haveKey = false;
|
|
|
|
|
|
void Start()
|
|
{
|
|
_body = GetComponent<Rigidbody2D>();
|
|
_boxCollider = GetComponent<BoxCollider2D>();
|
|
}
|
|
void Update()
|
|
{
|
|
float inputHorizontal = 0;
|
|
float inputVertical = 0;
|
|
|
|
var groundCheck = Physics2D.BoxCast(_boxCollider.bounds.center, _boxCollider.bounds.size, 0f, Vector2.down, .1f, groundLayer);
|
|
|
|
if (groundCheck || _isOnLadder)
|
|
{
|
|
_isFall = false;
|
|
inputHorizontal = Input.GetAxisRaw("Horizontal");
|
|
if (inputHorizontal > 0 && !_facingRight)
|
|
{
|
|
FlipCharacter();
|
|
}
|
|
if (inputHorizontal < 0 && _facingRight)
|
|
{
|
|
FlipCharacter();
|
|
}
|
|
|
|
animator.SetBool("PlayerWalk", inputHorizontal != 0);
|
|
|
|
if (IsLadder(Vector2.down))
|
|
{
|
|
_isOnLadder = true;
|
|
inputVertical = Input.GetAxisRaw("Vertical");
|
|
|
|
if (inputVertical > 0)
|
|
{
|
|
if (!IsLadder(Vector2.up))
|
|
{
|
|
inputVertical = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_isOnLadder = false;
|
|
}
|
|
_body.velocity = new Vector2(inputHorizontal * MovementSpeed, inputVertical * MovementSpeed);
|
|
}
|
|
else
|
|
{
|
|
_isFall = true;
|
|
}
|
|
}
|
|
|
|
private RaycastHit2D IsLadder(Vector2 direction)
|
|
{
|
|
return Physics2D.BoxCast(_boxCollider.bounds.center, _boxCollider.bounds.size, 0f, direction, .1f, ladderLayer);
|
|
}
|
|
|
|
private void FixedUpdate()
|
|
{
|
|
if (_isOnLadder)
|
|
{
|
|
|
|
_body.gravityScale = 0;
|
|
}
|
|
else
|
|
{
|
|
_body.gravityScale = 1;
|
|
}
|
|
if (_isFall)
|
|
{
|
|
if (IsLadder(Vector2.down))
|
|
{
|
|
_isOnLadder = true;
|
|
}
|
|
_body.velocity = new Vector2(0, _body.velocity.y);
|
|
animator.SetBool("PlayerWalk", false);
|
|
}
|
|
}
|
|
|
|
private void FlipCharacter()
|
|
{
|
|
Vector3 currentScale = gameObject.transform.localScale;
|
|
currentScale.x *= -1;
|
|
gameObject.transform.localScale = currentScale;
|
|
|
|
_facingRight = !_facingRight;
|
|
}
|
|
|
|
private void OnTriggerEnter2D(Collider2D collision)
|
|
{
|
|
var door = collision.GetComponent<DoorController>();
|
|
if (door != null)
|
|
{
|
|
door.OpenDoor();
|
|
}
|
|
}
|
|
}
|