Adding lobby.

This commit is contained in:
Anonymous Raccoon
2018-10-06 22:42:02 +02:00
parent b3513e01cb
commit 3fc91e77f7
70 changed files with 9270 additions and 24 deletions
+13 -24
View File
@@ -3,7 +3,8 @@ using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
public class PlayerController : MonoBehaviour
{
Rigidbody2D rb2;
[SerializeField]
float sensiX = 1;
@@ -23,7 +24,8 @@ public class PlayerController : MonoBehaviour {
private Vector2 _lastpos = Vector2.zero;
// Use this for initialization
void Start () {
void Start ()
{
rb2 = gameObject.GetComponent<Rigidbody2D>();
layerMask = ~layerMask;
rend = gameObject.GetComponent<SpriteRenderer>();
@@ -31,22 +33,22 @@ public class PlayerController : MonoBehaviour {
}
// Update is called once per frame
void Update () {
void Update ()
{
DectectInput();
}
void OnCollisionStay2D(Collision2D other)
{
if (other.transform != null && hit.transform !=null)
{
if (other.transform.name == hit.transform.name)
{
IsGrounded = true;
}
}
}
void DectectInput()
{
float horizontal = Input.GetAxisRaw("Horizontal")*sensiX;
@@ -60,8 +62,6 @@ public class PlayerController : MonoBehaviour {
case 1:
vertical = 1 * sensiY;
break;
case -1:
@@ -90,20 +90,13 @@ public class PlayerController : MonoBehaviour {
hit = Physics2D.Raycast(transform.position, Vector2.down, DownDetector, layerMask);
if(hit.collider == null)
{
IsGrounded = false;
IsGrounded = false;
}
if (IsGrounded == false)
{
vertical = 0;
}
@@ -118,11 +111,11 @@ public class PlayerController : MonoBehaviour {
{
rb2.gravityScale = 1;
}
}
private void Move(float horizontal, float vertical)
{
if (horizontal == 0)
if (horizontal == 0)
{
rb2.velocity = new Vector2(0, rb2.velocity.y);
}
@@ -131,7 +124,8 @@ public class PlayerController : MonoBehaviour {
if (horizontal > 0)
{
rend.flipX = true;
}else if (horizontal < 0)
}
else if (horizontal < 0)
{
rend.flipX = false;
}
@@ -146,10 +140,5 @@ public class PlayerController : MonoBehaviour {
}
rb2.AddForce(new Vector2(horizontal, vertical)*Time.deltaTime, ForceMode2D.Impulse);
}
}