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a year ago
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private float horizontal;
private float speed = 8f;
private float jumpingPower = 16f;
private bool isFacingRight = true;
private bool isJumping;
private bool canDoubleJump;
private float coyoteTime = 0.2f;
private float coyoteTimeCounter;
private float jumpBufferTime = 0.2f;
private float jumpBufferCounter;
[SerializeField] private Rigidbody2D rb;
[SerializeField] private Transform groundCheck;
[SerializeField] private LayerMask groundLayer;
[SerializeField] private TrailRenderer trail;
[SerializeField] private bool enableDoubleJump = true; // New variable to enable/disable double jump
private bool canDash = true;
private bool isDashing;
[SerializeField] private float dashingPower = 24f;
[SerializeField] private float dashingTime = 0.2f;
[SerializeField] private float dashingCooldown = 1f;
private void Start()
{
}
private void Update()
{
if(isDashing)
{
return;
}
horizontal = Input.GetAxisRaw("Horizontal");
if (IsGrounded())
{
coyoteTimeCounter = coyoteTime;
canDoubleJump = true; // Reset double jump when grounded
}
else
{
coyoteTimeCounter -= Time.deltaTime;
}
if (Input.GetButtonDown("Jump"))
{
jumpBufferCounter = jumpBufferTime;
}
else
{
jumpBufferCounter -= Time.deltaTime;
}
if (coyoteTimeCounter > 0f && jumpBufferCounter > 0f && !isJumping)
{
rb.velocity = new Vector2(rb.velocity.x, jumpingPower);
jumpBufferCounter = 0f;
StartCoroutine(JumpCooldown());
}
else if (enableDoubleJump && canDoubleJump && jumpBufferCounter > 0f && !isJumping)
{
rb.velocity = new Vector2(rb.velocity.x, jumpingPower);
jumpBufferCounter = 0f;
canDoubleJump = false; // Disable further double jumps
StartCoroutine(JumpCooldown());
}
if (Input.GetButtonUp("Jump") && rb.velocity.y > 0f)
{
rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * 0.5f);
coyoteTimeCounter = 0f;
}
Flip();
//Dashing
if(Input.GetKeyDown(KeyCode.LeftShift) && canDash)
{
StartCoroutine(Dash());
}
}
private void FixedUpdate()
{
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)
{
Vector3 localScale = transform.localScale;
isFacingRight = !isFacingRight;
localScale.x *= -1f;
transform.localScale = localScale;
}
}
private IEnumerator JumpCooldown()
{
isJumping = true;
yield return new WaitForSeconds(0.4f);
isJumping = false;
}
private IEnumerator Dash()
{
canDash = false;
isDashing = true;
float orignalGravity = rb.gravityScale;
rb.gravityScale = 0f;
rb.velocity = new Vector2(transform.localScale.x * dashingPower, 0f);
trail.emitting = true;
yield return new WaitForSeconds(dashingTime);
trail.emitting = false;
rb.gravityScale = orignalGravity;
isDashing = false;
yield return new WaitForSeconds(dashingCooldown);
canDash = true;
}
}
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