using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .4f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = true; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = 2f;
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders*.gameObject != gameObject)*
-
{*
-
m_Grounded = true;*
-
if (!wasGrounded)*
-
OnLandEvent.Invoke();*
-
}*
-
}*
- }*
- public void Move(float move, bool crouch, bool jump)*
- {*
-
// If crouching, check to see if the character can stand up*
-
if (!crouch)*
-
{*
-
// If the character has a ceiling preventing them from standing up, keep them crouching*
-
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))*
-
{*
-
crouch = true;*
-
}*
-
}*
-
//only control the player if grounded or airControl is turned on*
-
if (m_Grounded || m_AirControl)*
-
{*
-
// If crouching*
-
if (crouch)*
-
{*
-
if (!m_wasCrouching)*
-
{*
-
m_wasCrouching = true;*
-
OnCrouchEvent.Invoke(true);*
-
}*
-
// Reduce the speed by the crouchSpeed multiplier*
move *= m_CrouchSpeed;
-
// Disable one of the colliders when crouching*
-
if (m_CrouchDisableCollider != null)*
-
m_CrouchDisableCollider.enabled = false;*
-
} else*
-
{*
-
// Enable the collider when not crouching*
-
if (m_CrouchDisableCollider != null)*
-
m_CrouchDisableCollider.enabled = true;*
-
if (m_wasCrouching)*
-
{*
-
m_wasCrouching = false;*
-
OnCrouchEvent.Invoke(false);*
-
}*
-
}*
-
// Move the character by finding the target velocity*
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
-
// And then smoothing it out and applying it to the character*
-
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);*
-
// If the input is moving the player right and the player is facing left...*
-
if (move > 0 && !m_FacingRight)*
-
{*
-
// ... flip the player.*
-
Flip();*
-
}*
-
// Otherwise if the input is moving the player left and the player is facing right...*
-
else if (move < 0 && m_FacingRight)*
-
{*
-
// ... flip the player.*
-
Flip();*
-
}*
-
}*
-
// If the player should jump...*
-
if (m_Grounded && jump)*
-
{*
-
// Add a vertical force to the player.*
-
m_Grounded = true;*
-
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));*
-
}*
- }*
- private void Flip()*
- {*
-
// Switch the way the player is labelled as facing.*
-
m_FacingRight = !m_FacingRight;*
-
// Multiply the player's x local scale by -1.*
-
Vector3 theScale = transform.localScale;*
_ theScale.x *= -1;_
-
transform.localScale = theScale;*
- }*
}
And for other one
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class siii : MonoBehaviour
{
public CharacterController2D controller;
public Animator animator;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
bool crouch = false;
// Update is called once per frame
void Update()
{
horizontalMove = Input.GetAxisRaw(“Horizontal”) * runSpeed;
animator.SetFloat(“Speed 0”, Mathf.Abs(horizontalMove));
if (Input.GetButtonDown(“Jump”))
{
jump = true;
animator.SetBool(“isjumping”, true);
}
if (Input.GetButtonDown(“Crouch”))
{
crouch = true;
}
else if (Input.GetButtonUp(“Crouch”))
{
crouch = false;
}
}
public void Onlanding ()
{
animator.SetBool(“isjumping”, false);
jump = false;
}
public void OnCrouching (bool isCrouching)
{
animator.SetBool(“IsCrouching”, isCrouching);
}
void FixedUpdate()
{
// Move our character
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
}
}