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overview/playercontrollerstep1/playercontroller-v2-s20.md
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PlayerController V2 Feb 2020 | ||
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GroundCheck GameObject must be configured as child of player | ||
Physics Layer: Ground must be configured | ||
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```java | ||
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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public class PlayerController : MonoBehaviour | ||
{ | ||
public enum HeroState {idle, walk, jump } //CONSTANT: Custom data-type - integer using words | ||
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public HeroState currentHeroState; //instance of a variable using our custom data-type | ||
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private Animator animator; //object reference variable - null, null reference exception - initialization error | ||
public bool facingRight; //default is that this is false, facing left | ||
private Rigidbody2D myRBody2D; | ||
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public float forceX; //stores force for movement in horizontal direction | ||
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public float jumpForce = 10f; | ||
public Transform groundCheck; //transform component on the GroundCheck gameObject | ||
public LayerMask groundLayer; //Layer that the groundCheck is checking for contact for jumping | ||
public float groundCheckRadius = 0.5f; //modify as needed | ||
public bool grounded; //is it grounded | ||
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// Start is called before the first frame update | ||
void Start() | ||
{ | ||
currentHeroState = HeroState.idle; //we can see the current value in inspector | ||
animator = GetComponent<Animator>(); //initialize by connection to gameObject component | ||
animator.SetInteger("HeroState", (int)HeroState.idle); //misspelling will give run-time error in Unity | ||
facingRight = true; | ||
myRBody2D = GetComponent< Rigidbody2D >(); | ||
forceX = 100.0f; | ||
groundCheckRadius = 0.5f; | ||
} | ||
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// FixedUpdate is called with constant-time between each execution | ||
void FixedUpdate() | ||
{ | ||
float inputX = Input.GetAxis("Horizontal"); //-1, 0, 1 values for L,R arrows, a, d | ||
bool isWalking = Mathf.Abs(inputX) > 0; //left or right walking movement | ||
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if (isWalking) | ||
{ | ||
animator.SetInteger("HeroState", (int)HeroState.walk); //send signal to animator | ||
currentHeroState = HeroState.walk; | ||
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if ( facingRight && inputX < 0) //facing right, moving left | ||
{ | ||
Flip(); //flip to make facing left | ||
} | ||
if( !facingRight && inputX > 0) //facing left, moving right | ||
{ | ||
Flip(); //flip to set facingRight | ||
} | ||
////ADD MOVEMENT LOGIC - HORIZONTAL | ||
myRBody2D.velocity = new Vector2(0, myRBody2D.velocity.y); //set velocity to 0 x, keep y velocity | ||
myRBody2D.AddForce(new Vector2(forceX * inputX, 0)); // | ||
} | ||
else | ||
{ //set back to Idle, if it was walking,jumping in last frame | ||
animator.SetInteger("HeroState", (int)HeroState.idle); | ||
currentHeroState = HeroState.idle; | ||
} | ||
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bool jumpPressed = Input.GetButtonDown("Jump"); //is spacebar pressed | ||
grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer); | ||
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if (jumpPressed && grounded) | ||
{ | ||
animator.SetInteger("HeroState", (int)HeroState.jump); | ||
currentHeroState = HeroState.jump; | ||
///ADD VERTICAL MOVEMENT LOGIC | ||
myRBody2D.velocity = new Vector2(myRBody2D.velocity.x, 0); //set velocity to 0 y, keep x velocity | ||
myRBody2D.AddForce(new Vector2(0,jumpForce),ForceMode2D.Impulse); // | ||
} | ||
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} //end FixedUpdate | ||
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private void Flip() | ||
{ | ||
facingRight = !facingRight; //toggle to opposite value | ||
// transform is a variable initialized to refer to the current gameObject's transform component | ||
//Common pattern when working with vector values in Unity | ||
Vector3 theScale = transform.localScale; //initialize temp Vector3 with current transform values | ||
theScale.x *= -1; //multiple current Scale.x by -1 | ||
transform.localScale = theScale; | ||
} | ||
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} //end PlayerController | ||
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``` | ||
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