Solving conflict

This commit is contained in:
Anonymous Raccoon
2018-10-07 16:26:30 +02:00
parent 73c0e99904
commit 3d5cfcf755
+32 -23
View File
@@ -2,17 +2,27 @@
public class PlayerController : MonoBehaviour
{
//Definition des Inputs
/*[HideInInspector]*/
public string Horizontal;
[HideInInspector] public string Vertical;
[HideInInspector] public KeyCode JumpKey;
[HideInInspector] public KeyCode UseKey;
[HideInInspector] public KeyCode TakeKey;
public bool setuped = false;
[Space]
Rigidbody2D rb2;
[SerializeField]
float sensiX = 1;
[SerializeField]
float sensiY = 1;
float sensiY = 1;
private float vertical;
[SerializeField]
float DownDetector = 1;
[SerializeField]
float echo_act_3 = 10;
int layerMask = 1 << 9;
int layerMask = 1 << 9;
private bool IsGrounded = true;
RaycastHit2D hit;
SpriteRenderer rend;
@@ -22,28 +32,26 @@ public class PlayerController : MonoBehaviour
GameObject GameManager;
void Start ()
void Start()
{
rb2 = gameObject.GetComponent<Rigidbody2D>();
layerMask = ~layerMask;
rend = gameObject.GetComponent<SpriteRenderer>();
GameManager = GameObject.FindGameObjectWithTag("GameManager");
}
void Update ()
void Update()
{
ShortInput();
}
#region
void OnCollisionEnter2D(Collision2D other)
{
if (other.transform != null && hit.transform !=null)
if (other.transform != null && hit.transform != null)
{
if (other.transform.name == hit.transform.name)
{
@@ -51,6 +59,8 @@ public class PlayerController : MonoBehaviour
}
}
}
void OnCollisionStay2D(Collision2D other)
{
if (other.transform != null && hit.transform != null)
@@ -65,28 +75,27 @@ public class PlayerController : MonoBehaviour
void ShortInput()
{
// Si il faut rajouter su code pour différencer les manettes c'est ici
float horizontal = Input.GetAxisRaw("Horizontal") * sensiX;
float rawtical = Input.GetAxisRaw("Vertical") * sensiY;
float horizontal = Input.GetAxisRaw(Horizontal) * sensiX;
float rawtical = Input.GetAxisRaw(Vertical) * sensiY;
DectectInput(horizontal, rawtical);
}
void DectectInput(float horizontal, float rawtical)
{
//Ici on preprocess les inputs
//Ici on preprocess les inputs
switch (Mathf.RoundToInt(Input.GetAxisRaw("Vertical")))
switch (Mathf.RoundToInt(vertical))
{
case 1:
vertical = 1 * sensiY;
break;
case -1:
break;
case 0:
vertical = 0;
break;
default:
@@ -95,8 +104,8 @@ public class PlayerController : MonoBehaviour
}
hit = Physics2D.Raycast(transform.position, Vector2.down, DownDetector, layerMask);
if(hit.collider == null)
if (hit.collider == null)
{
IsGrounded = false;
}
@@ -131,16 +140,16 @@ public class PlayerController : MonoBehaviour
rend.flipX = false;
}
if(vertical > 0)
if (vertical > 0)
{
rend.flipY = true;
rend.flipY = true;
}
else
{
rend.flipY = false;
}
rb2.AddForce(new Vector2(horizontal, vertical)*Time.deltaTime, ForceMode2D.Impulse);
rb2.AddForce(new Vector2(horizontal, vertical) * Time.deltaTime, ForceMode2D.Impulse);
}
#endregion
public void Die()