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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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