Adapted movement controller to work with master
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		| @@ -2725,6 +2725,18 @@ PrefabInstance: | ||||
|       propertyPath: m_camera | ||||
|       value:  | ||||
|       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} | ||||
|       propertyPath: m_RootOrder | ||||
|       value: 9 | ||||
|   | ||||
| @@ -43,12 +43,9 @@ public class PlayerMovement : MonoBehaviour | ||||
|  | ||||
|     //Set all of these up in the inspector | ||||
|     [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) | ||||
|     [SerializeField] private Vector2 _groundCheckSize = new Vector2(0.49f, 0.03f); | ||||
|     [Space(5)] | ||||
|     [SerializeField] private Transform _frontWallCheckPoint; | ||||
|     [SerializeField] private Transform _backWallCheckPoint; | ||||
|     [SerializeField] private Vector2 _wallCheckSize = new Vector2(0.5f, 1f); | ||||
|  | ||||
|     [Header("Layers & Tags")] | ||||
| @@ -97,19 +94,19 @@ public class PlayerMovement : MonoBehaviour | ||||
|         if (!IsJumping) | ||||
|         { | ||||
|             //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 | ||||
|             } | ||||
|  | ||||
|             //Right Wall Check | ||||
|             if (((Physics2D.OverlapBox(_frontWallCheckPoint.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight) | ||||
|                     || (Physics2D.OverlapBox(_backWallCheckPoint.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)) && !IsWallJumping) | ||||
|             if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight) | ||||
|                     || (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)) && !IsWallJumping) | ||||
|                 LastOnWallRightTime = Data.coyoteTime; | ||||
|  | ||||
|             //Right Wall Check | ||||
|             if (((Physics2D.OverlapBox(_frontWallCheckPoint.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight) | ||||
|                 || (Physics2D.OverlapBox(_backWallCheckPoint.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)) && !IsWallJumping) | ||||
|             if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight) | ||||
|                 || (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)) && !IsWallJumping) | ||||
|                 LastOnWallLeftTime = Data.coyoteTime; | ||||
|  | ||||
|             //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() | ||||
|     { | ||||
|         Gizmos.color = Color.green; | ||||
|         Gizmos.DrawWireCube(_groundCheckPoint.position, _groundCheckSize); | ||||
|         Gizmos.DrawWireCube(this.transform.position, _groundCheckSize); | ||||
|         Gizmos.color = Color.blue; | ||||
|         Gizmos.DrawWireCube(_frontWallCheckPoint.position, _wallCheckSize); | ||||
|         Gizmos.DrawWireCube(_backWallCheckPoint.position, _wallCheckSize); | ||||
|         Gizmos.DrawWireCube(this.transform.position, _wallCheckSize); | ||||
|         Gizmos.DrawWireCube(this.transform.position, _wallCheckSize); | ||||
|     } | ||||
|     #endregion | ||||
| } | ||||
|   | ||||
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