Hello everyone! I’m new to unity (and coding) so my coding skills and knowledge is very limited. I have set up a scene with 2 playable characters as well as a scrip to change between both of them by pressing the left alt key. I am currently trying to create a script that not only switches between both players but also their cameras. Sadly I have been unable to do this. I’d love some help/advice for the code and how to set up the camera to switch between the players. Thank You!
player movement script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerMovement : MonoBehaviour
{
private float movementInputDirection;
private bool isFacingRight = true;
private bool isWalking;
private bool isRuning;
private bool isGrounded;
private bool canJump;
private int amountOfJumpsLeft;
private Rigidbody2D rb;
private Animator anim;
public int amountOfJumps = 1;
public float movementspeed = 1.0f;
public float jumpForce = 3.0f;
public float groundCheckRadius;
public Transform groundCheck;
public LayerMask whatIsGround;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
amountOfJumpsLeft = amountOfJumps;
}
// Update is called once per frame
void Update()
{
CheckInput();
CheckMovementDirection();
UptadeAnimations();
CheckIfCanJump();
if (Input.GetKey(KeyCode.LeftShift))
movementspeed = 3f;
else
movementspeed = 1f;
if (Input.GetKey(KeyCode.LeftShift))
isRuning = true;
else isRuning = false;
}
private void FixedUpdate()
{
ApplyMovemant();
CheckSurroundings();
}
private void CheckSurroundings()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
}
private void CheckIfCanJump()
{
if (isGrounded && rb.velocity.y <= 0)
{
amountOfJumpsLeft = amountOfJumps;
}
if (amountOfJumpsLeft <= 0)
{
canJump = false;
}
else
{
canJump = true;
}
}
private void CheckMovementDirection()
{
if (isFacingRight && movementInputDirection > 0)
{
Flip();
}
else if (!isFacingRight && movementInputDirection < 0)
{
Flip();
}
if (rb.velocity.x != 0)
{
isWalking = true;
}
else
{
isWalking = false;
}
}
private void UptadeAnimations()
{
anim.SetBool("isWalking", isWalking);
anim.SetBool("isGrounded", isGrounded);
anim.SetFloat("yVelocity", rb.velocity.y);
anim.SetBool("isRuning", isRuning);
}
private void CheckInput()
{
movementInputDirection = Input.GetAxisRaw("Horizontal");
if (Input.GetButtonDown("Jump"))
{
Jump();
}
}
private void Jump()
{
if (canJump)
{
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
}
amountOfJumpsLeft--;
}
private void ApplyMovemant()
{
rb.velocity = new Vector2(movementspeed * movementInputDirection, rb.velocity.y);
}
private void Flip()
{
isFacingRight = !isFacingRight;
transform.Rotate(0.0f, 180.0f, 0.0f);
}
private void OnDrawGizmos()
{
Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
}
}
Player swap code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Swicth : MonoBehaviour
{
public playerMovement playerMovement;
public playerMovement playerMovement2;
public bool player1Active = true;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.LeftAlt))
{
SwitchPlayer();
}
}
public void SwitchPlayer()
{
if (player1Active)
{
playerMovement.enabled = false;
playerMovement2.enabled = true;
player1Active = false;
}
else
{
playerMovement.enabled = true;
playerMovement2.enabled = false;
player1Active = true;
}
}
}