Adapted movement controller to work with master
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@ -2725,6 +2725,18 @@ PrefabInstance:
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propertyPath: m_camera
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value:
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objectReference: {fileID: 519420031}
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- target: {fileID: 5559747613460074786, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: Data
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value:
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objectReference: {fileID: 11400000, guid: fec218a9d55267dedac6ebe31eab6dcd, type: 2}
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- target: {fileID: 5559747613460074786, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: _groundCheckSize.y
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value: 0.93
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objectReference: {fileID: 0}
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- target: {fileID: 5559747613460074786, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: _groundLayer.m_Bits
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value: 64
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objectReference: {fileID: 0}
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- target: {fileID: 5885597207104481986, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: m_RootOrder
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value: 9
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@ -43,12 +43,9 @@ public class PlayerMovement : MonoBehaviour
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//Set all of these up in the inspector
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[Header("Checks")]
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[SerializeField] private Transform _groundCheckPoint;
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//Size of groundCheck depends on the size of your character generally you want them slightly small than width (for ground) and height (for the wall check)
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[SerializeField] private Vector2 _groundCheckSize = new Vector2(0.49f, 0.03f);
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[Space(5)]
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[SerializeField] private Transform _frontWallCheckPoint;
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[SerializeField] private Transform _backWallCheckPoint;
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[SerializeField] private Vector2 _wallCheckSize = new Vector2(0.5f, 1f);
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[Header("Layers & Tags")]
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@ -97,19 +94,19 @@ public class PlayerMovement : MonoBehaviour
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if (!IsJumping)
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{
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//Ground Check
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if (Physics2D.OverlapBox(_groundCheckPoint.position, _groundCheckSize, 0, _groundLayer) && !IsJumping) //checks if set box overlaps with ground
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if (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping) //checks if set box overlaps with ground
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{
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LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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}
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//Right Wall Check
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if (((Physics2D.OverlapBox(_frontWallCheckPoint.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)
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|| (Physics2D.OverlapBox(_backWallCheckPoint.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)) && !IsWallJumping)
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if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)
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|| (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)) && !IsWallJumping)
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LastOnWallRightTime = Data.coyoteTime;
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//Right Wall Check
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if (((Physics2D.OverlapBox(_frontWallCheckPoint.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)
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|| (Physics2D.OverlapBox(_backWallCheckPoint.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)) && !IsWallJumping)
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if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)
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|| (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)) && !IsWallJumping)
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LastOnWallLeftTime = Data.coyoteTime;
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//Two checks needed for both left and right walls since whenever the play turns the wall checkPoints swap sides
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@ -409,10 +406,10 @@ public class PlayerMovement : MonoBehaviour
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.green;
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Gizmos.DrawWireCube(_groundCheckPoint.position, _groundCheckSize);
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Gizmos.DrawWireCube(this.transform.position, _groundCheckSize);
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Gizmos.color = Color.blue;
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Gizmos.DrawWireCube(_frontWallCheckPoint.position, _wallCheckSize);
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Gizmos.DrawWireCube(_backWallCheckPoint.position, _wallCheckSize);
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Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);
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Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);
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}
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#endregion
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}
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