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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    private float horizontal;
    [SerializeField] private float speed = 8f;
    [SerializeField] private float jumpingPower = 16f;
    private bool isFacingRight = true;

    [SerializeField] private float coyoteTime = 0.3f;
    private float coyoteTimeCounter;
    [SerializeField] private float jumpBufferTime = 0.2f;
    private float jumpBufferCounter;

    private bool canDash = true;
    private bool isDashing;

    private Animator anim;
    private SpriteRenderer sprite;

    [SerializeField] private float dashingPower = 24f;
    [SerializeField] private float dashingTime = 0.2f;
    [SerializeField] private float dashingCooldown = 1f;

    [SerializeField] private AudioSource jumpsfx;
    [SerializeField] private AudioSource dashsfx;

    [SerializeField] private Rigidbody2D rb;
    [SerializeField] private Transform groundCheck;
    [SerializeField] private LayerMask groundLayer;
    [SerializeField] private TrailRenderer tr;

    private enum MovementState { idle, running, jumping }
    private float dirX = 0f;

    private void Start()
    {
        sprite = GetComponent<SpriteRenderer>();
        anim = GetComponent<Animator>();
    }

    void Update()
    {
        horizontal = Input.GetAxisRaw("Horizontal");

        if (IsGrounded())
        {
            coyoteTimeCounter = coyoteTime;
        }

        else
        {
            coyoteTimeCounter -= Time.deltaTime;
        }

        if (Input.GetButtonDown("Jump"))
        {
            jumpBufferCounter = jumpBufferTime;
        }
        else
        {
            jumpBufferCounter -= Time.deltaTime;
        }

        if (isDashing)
        {
            return;
        }
        
        if (coyoteTimeCounter > 0f && jumpBufferCounter > 0f )
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpingPower);
            jumpsfx.Play();

            jumpBufferCounter = 0f;
        }

        if (Input.GetButtonUp("Jump") && rb.velocity.y > 0f)
        {
            rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * 0.5f);

            coyoteTimeCounter = 0f;
        }


        if (Input.GetKeyDown(KeyCode.UpArrow) && rb.velocity.y > 0f)
        {
            rb.velocity = new Vector2(rb.velocity.x, jumpingPower);
            jumpsfx.Play();

            coyoteTimeCounter = 0f;
        }
       
        if (Input.GetKeyDown(KeyCode.LeftShift) && canDash)
        {
            StartCoroutine(Dash());
            dashsfx.Play();
        }

        UpdateAnimationState();

        Flip();
    }

    private void UpdateAnimationState()
    {
        MovementState state;

        if (dirX > 0f)
        {
            state = MovementState.running;
        }
        else if (dirX < 0f)
        {
            state = MovementState.running;
        }
        else
        {
            state = MovementState.idle;
        }

        if (rb.velocity.y > .1f)
        {
            state = MovementState.jumping;
        }

        anim.SetInteger("state", (int)state);

    }


    private void FixedUpdate()
    {
        if (isDashing)
        {
            return;
        }

        rb.velocity = new Vector2(horizontal * speed, rb.velocity.y);
    }

    private bool IsGrounded()
    {
        return Physics2D.OverlapCircle(groundCheck.position, 0.2f, groundLayer);
    }

    private void Flip()
    {
        if (isFacingRight && horizontal < 0f || !isFacingRight && horizontal > 0f)
        {
            isFacingRight = !isFacingRight;
            Vector3 localScale = transform.localScale;
            localScale.x *= -1f;
            transform.localScale = localScale;
        }
    }
    private IEnumerator Dash()
    {
        canDash = false;
        isDashing = true;
        float originalGravity = rb.gravityScale;
        rb.gravityScale = 0f;
        rb.velocity = new Vector2(transform.localScale.x * dashingPower, 0f);
        tr.emitting = true;
        yield return new WaitForSeconds(dashingTime);
        tr.emitting = false;
        rb.gravityScale = originalGravity;
        isDashing = false;
        yield return new WaitForSeconds(dashingCooldown);
        canDash = true;
    }
}

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