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