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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.ReorderableList;
using UnityEngine;
public class KarakterKontrol2 : MonoBehaviour
{
float jumpForce=2.0f;
float speed=1.0f;
private bool jump;
private float moveDirection;
private bool moving;
private bool grounded=true;
private Rigidbody2D _rigidbody2D;
private SpriteRenderer _spriteRenderer;
private Animator anim;
void Awake()
{
anim= GetComponent<Animator>();//caching ediyoruz
}
void Start()
{
_rigidbody2D = GetComponent<Rigidbody2D>();//caching ediyoruz
_spriteRenderer= GetComponent<SpriteRenderer>();
}
private void FixedUpdate()
{
if(_rigidbody2D.velocity!=Vector2.zero)
{
moving = true;
}else
{
moving = false;
}
_rigidbody2D.velocity = new Vector2(speed*moveDirection, _rigidbody2D.velocity.y);
if(jump==true)
{
_rigidbody2D.velocity = new Vector2(_rigidbody2D.velocity.x, jumpForce);
jump = false;
}
}
private void Update()
{
if (grounded==true && (Input.GetKey(KeyCode.A)||Input.GetKey(KeyCode.D)))
{
if(Input.GetKey(KeyCode.A))
{
moveDirection = -1.0f;
_spriteRenderer.flipX = true;
anim.SetFloat("speed", speed);
}
else if(Input.GetKey(KeyCode.D)) {
moveDirection = 1.0f;
_spriteRenderer.flipX = false;
anim.SetFloat("speed", speed);
}
}else if(grounded==true)
{
moveDirection = 0.0f;
anim.SetFloat("speed", 0.0f);
}
if (grounded == true && (Input.GetKey(KeyCode.W)))
{
jump = true;
}
}
}
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