Update Assets/Script/PlayerController.cs

This commit is contained in:
Anonymous Raccoon
2018-10-06 22:50:40 +02:00
parent 99169b6160
commit 7017f241d7

View File

@@ -1,6 +1,5 @@
using UnityEngine;
public class PlayerController : MonoBehaviour
{
Rigidbody2D rb2;
@@ -18,98 +17,54 @@ public class PlayerController : MonoBehaviour
private bool IsGrounded = true;
RaycastHit2D hit;
SpriteRenderer rend;
bool flip_flop = false;
private Vector2 _lastpos = Vector2.zero;
public string Horizontal = "Horizontal";
public string Vertical = "Vertical";
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void Start() {
=======
// Use this for initialization
void Start ()
{
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>>>>>>> 26f285ae27df3e2756e31ec432f0687368a8cfcb
=======
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rb2 = gameObject.GetComponent<Rigidbody2D>();
layerMask = ~layerMask;
rend = gameObject.GetComponent<SpriteRenderer>();
_lastpos = transform.position;
}
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void Update() {
=======
// Update is called once per frame
void Update ()
{
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>>>>>>> 26f285ae27df3e2756e31ec432f0687368a8cfcb
DectectInput();
}
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#region
void OnCollisionStay2D(Collision2D other)
{
if (other.transform != null && hit.transform != null)
=======
=======
DectectInput();
}
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void OnCollisionStay2D(Collision2D other)
{
if (other.transform != null && hit.transform !=null)
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{
if (other.transform.name == hit.transform.name)
{
IsGrounded = true;
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}
}
}
=======
}
}
}
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=======
}
}
}
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void DectectInput()
{
float horizontal = Input.GetAxisRaw(Horizontal) * sensiX;
float horizontal = Input.GetAxisRaw("Horizontal")*sensiX;
float rawtical = Input.GetAxisRaw("Vertical")*sensiY;
float rawtical = Input.GetAxisRaw(Vertical) * sensiY;
switch (Mathf.RoundToInt(Input.GetAxisRaw(Vertical)))
switch (Mathf.RoundToInt(Input.GetAxisRaw("Vertical")))
{
case 1:
vertical = 1 * sensiY;
break;
case -1:
break;
case 0:
vertical = 0;
break;
default:
@@ -117,32 +72,18 @@ public class PlayerController : MonoBehaviour
break;
}
hit = Physics2D.Raycast(transform.position, Vector2.down, DownDetector, layerMask);
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//if( transform.position.y < _lastpos.y)
//{
// rb2.gravityScale = echo_act_3;
//}
//else
//{
// rb2.gravityScale = 1;
//}
//_lastpos = transform.position;
if (hit.collider == null)
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{
IsGrounded = false;
}
if (IsGrounded == false)
{
=======
if(hit.collider == null)
{
IsGrounded = false;
}
if (IsGrounded == false)
{
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=======
hit = Physics2D.Raycast(transform.position, Vector2.down, DownDetector, layerMask);
if(hit.collider == null)
@@ -153,10 +94,9 @@ public class PlayerController : MonoBehaviour
if (IsGrounded == false)
{
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vertical = 0;
}
Move(horizontal, vertical);
@@ -181,50 +121,21 @@ public class PlayerController : MonoBehaviour
if (horizontal > 0)
{
rend.flipX = true;
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} else if (horizontal < 0)
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}
else if (horizontal < 0)
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=======
}
else if (horizontal < 0)
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{
rend.flipX = false;
}
if (vertical > 0)
if(vertical > 0)
{
rend.flipY = true;
rend.flipY = true;
}
else
{
rend.flipY = false;
}
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rb2.AddForce(new Vector2(horizontal, vertical) * Time.deltaTime, ForceMode2D.Impulse);
}
#endregion
public void Die()
{
Debug.Log("Belle journée pour mourir");
}
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rb2.AddForce(new Vector2(horizontal, vertical)*Time.deltaTime, ForceMode2D.Impulse);
}
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rb2.AddForce(new Vector2(horizontal, vertical)*Time.deltaTime, ForceMode2D.Impulse);
}
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}