mirror of
https://github.com/zoriya/Goulag-Prototype.git
synced 2025-12-06 06:36:29 +00:00
Merge branch 'master' of https://github.com/AnonymusRaccoon/Goulag
This commit is contained in:
150
Assets/Player 1.prefab
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150
Assets/Player 1.prefab
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135
Assets/Script/PlayerController.cs
Normal file
135
Assets/Script/PlayerController.cs
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@@ -0,0 +1,135 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerController : MonoBehaviour {
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Rigidbody2D rb2;
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[SerializeField]
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float sensiX = 1;
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[SerializeField]
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float sensiY = 1;
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private float vertical;
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[SerializeField]
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float DownDetector = 1;
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int layerMask = 1 << 9;
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private bool IsGrounded = true;
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RaycastHit2D hit;
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SpriteRenderer rend;
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bool flip_flop = false;
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// Use this for initialization
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void Start () {
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layerMask = ~layerMask;
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rend = gameObject.GetComponent<SpriteRenderer>();
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}
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// Update is called once per frame
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void Update () {
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DectectInput();
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}
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void OnCollisionStay2D(Collision2D other)
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{
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if (other.transform != null && hit.transform !=null)
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{
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if (other.transform.name == hit.transform.name)
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{
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IsGrounded = true;
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}
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}
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}
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void DectectInput()
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{
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float horizontal = Input.GetAxisRaw("Horizontal")*sensiX;
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float rawtical = Input.GetAxisRaw("Vertical")*sensiY;
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if (flip_flop == true)
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{
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vertical = 0;
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}
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switch (Mathf.RoundToInt(Input.GetAxisRaw("Vertical")))
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{
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case 1:
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vertical = 1 * sensiY;
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flip_flop = true;
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break;
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case -1:
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break;
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case 0:
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vertical = 0;
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flip_flop = false;
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break;
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default:
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Debug.LogWarning("Somehow getaxis did not return -1,0,1");
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break;
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||||
}
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hit = Physics2D.Raycast(transform.position, Vector2.down, DownDetector, layerMask);
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if(hit.collider == null)
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{
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IsGrounded = false;
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}
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if (IsGrounded == false)
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||||
{
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vertical = 0;
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}
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Move(horizontal, vertical);
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}
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||||
private void Move(float horizontal, float vertical)
|
||||
{
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if (horizontal == 0)
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||||
{
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rb2.velocity = new Vector2(0, rb2.velocity.y);
|
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}
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||||
|
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|
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if (horizontal > 0)
|
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{
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||||
rend.flipX = true;
|
||||
}else if (horizontal < 0)
|
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{
|
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rend.flipX = false;
|
||||
}
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||||
|
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if(vertical > 0)
|
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{
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rend.flipY = true;
|
||||
}
|
||||
else
|
||||
{
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||||
rend.flipY = false;
|
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}
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||||
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||||
rb2.AddForce(new Vector2(horizontal, vertical)*Time.deltaTime, ForceMode2D.Impulse);
|
||||
|
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}
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||||
|
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|
||||
}
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11
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11
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-
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-
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- PostProcessing
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-
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- Player
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||||
-
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-
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||||
-
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|
||||
Reference in New Issue
Block a user