diff --git a/Assets/CharController.cs b/Assets/CharController.cs new file mode 100644 index 0000000..909910e --- /dev/null +++ b/Assets/CharController.cs @@ -0,0 +1,99 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CharController : MonoBehaviour +{ + + public float maxSpeed = 3.4f; + public float jumpHeight = 6.5f; + public float gravityScale = 1.5f; + public Camera mainCamera; + + + bool facingRight = true; + public bool grounded = false; + Vector3 cameraPos; + float moveDirection = 0; + Rigidbody2D rb; + CapsuleCollider2D mainCollider; + CapsuleCollider2D friction; + Transform t; + + + // Start is called before the first frame update + void Start() + { + t = transform; + rb = GetComponent(); + mainCollider = GetComponent(); + friction = GetComponent(); + rb.freezeRotation = true; + rb.gravityScale = gravityScale; + + if(mainCamera) + { + cameraPos = mainCamera.transform.position; + } + + } + + // Update is called once per frame + void Update() + { + + //if(grounded || Mathf.Abs(rb.velocity.x) > 0.01f) + moveDirection = Input.GetAxisRaw("Horizontal"); + + if(moveDirection != 0) + { + if (moveDirection > 0 && !facingRight) + { + facingRight = true; + t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z); + } + if (moveDirection < 0 && facingRight) + { + facingRight = false; + t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z); + } + } + + + if(Input.GetButtonDown("Jump") && grounded) + { + rb.velocity = new Vector2(rb.velocity.x, jumpHeight); + } + + if (mainCamera) + { + mainCamera.transform.position = new Vector3(t.position.x, cameraPos.y, cameraPos.z); + } + } + + void FixedUpdate() + { + + Bounds colliderBounds = mainCollider.bounds; + float colliderRadius = mainCollider.size.x * 0.4f * Mathf.Abs(transform.localScale.x); + Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, colliderRadius * 0.9f, 0); + + Collider2D[] colliders = Physics2D.OverlapCircleAll(groundCheckPos, colliderRadius); + + grounded = false; + if (colliders.Length > 2) + { + foreach (Collider2D hit in colliders){ + if (hit != mainCollider){ + grounded = true; + break; + } + } + } + + rb.velocity = new Vector2(moveDirection * maxSpeed, rb.velocity.y); + + Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, colliderRadius, 0), grounded ? 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