miepzerino
2023-12-07 833954c1ecda2942dd5773840d1b0e6465668ac7
Added player movement
5 files modified
8 files added
1881 ■■■■■ changed files
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Assets/Prefab/Player.prefab 223 ●●●●● patch | view | raw | blame | history
Assets/Prefab/Player.prefab.meta 7 ●●●●● patch | view | raw | blame | history
Assets/Scenes/GameplayScene.unity 62 ●●●●● patch | view | raw | blame | history
Assets/Scripts.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Scripts/PlayerController.cs 70 ●●●●● patch | view | raw | blame | history
Assets/Scripts/PlayerController.cs.meta 11 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/PlayerInputActions.inputactions 838 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/PlayerInputActions.inputactions.meta 14 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/SeparateAnim/Attack.png.meta 94 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/SeparateAnim/Idle.png.meta 94 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/SeparateAnim/Jump.png.meta 94 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/SeparateAnim/Walk.png.meta 358 ●●●●● patch | view | raw | blame | history
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Assets/Scripts/PlayerController.cs
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using System.ComponentModel.Design;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(Rigidbody2D))]
public class PlayerController : MonoBehaviour
{
    public float moveSpeed = 5f;
    public float maxFallSpeed = -20f;
    Vector2 moveInput;
    public bool IsMoving { get; private set; }
    Rigidbody2D rb;
    private void Awake()
    {
        rb = GetComponent<Rigidbody2D>();
    }
    // Start is called before the first frame update
    void Start()
    {
    }
    // Update is called once per frame
    void Update()
    {
    }
    private void FixedUpdate()
    {
        if (moveInput.y == 0)
        {
            if (rb.velocity.y <= maxFallSpeed)
            {
                // max fall speed, dont accelerate more
                rb.velocity = new Vector2(moveInput.x * moveSpeed, maxFallSpeed);
            }
            else
            {
                // normal fall
                rb.velocity = new Vector2(moveInput.x * moveSpeed, rb.velocity.y);
            }
        }
        else
        {
            if (rb.velocity.y < 0 && moveInput.y > 0)
            {
                // falling but moving upwards
                rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed) + rb.velocity.y);
            }
            else
            {
                // moving upwards no falling
                rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed));
            }
        }
    }
    public void OnMove(InputAction.CallbackContext context)
    {
        moveInput = context.ReadValue<Vector2>();
        IsMoving = moveInput != Vector2.zero;
    }
}
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{
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