Files
Gnome-s-Bounty/Assets/Scripts/PlayerController.cs
T
2023-06-20 23:35:39 +03:00

88 lines
2.2 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;
void Start()
{
_body = GetComponent<Rigidbody2D>();
_boxCollider= GetComponent<BoxCollider2D>();
}
void Update()
{
float moveX = 0;
float moveY = 0;
var groundCheck = Physics2D.BoxCast(_boxCollider.bounds.center,_boxCollider.bounds.size,0f, Vector2.down, .1f,groundLayer);
if (groundCheck || _isOnLadder)
{
_isFall =false;
moveX = Input.GetAxisRaw("Horizontal");
animator.SetFloat("Horizontal", moveX);
if (IsLadder(Vector2.down))
{
_isOnLadder = true;
moveY = Input.GetAxisRaw("Vertical");
if(moveY> 0)
{
if (!IsLadder(Vector2.up))
{
moveY = 0;
}
}
}
else
{
_isOnLadder = false;
}
_body.velocity = new Vector2(moveX * MovementSpeed, moveY * MovementSpeed);
}
else
{
_isFall = true;
print("Falling");
}
}
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)
{
_body.velocity = new Vector2(0, _body.velocity.y);
animator.SetFloat("Horizontal", 0);
}
}
}