Commit 48177f4b authored by 16도재형's avatar 16도재형

플레이어 이동, 점프, 2단점프 구현

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...@@ -3,19 +3,29 @@ using System.Collections.Generic; ...@@ -3,19 +3,29 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class PlayerController : MonoBehaviour { public class PlayerController : MonoBehaviour {
private Rigidbody2D rb; // RigidBody2D of this game object
// Speeds of player
[SerializeField] [SerializeField]
private float dx; // Variation of horizontal speed private float speed;
[SerializeField]
private float maxSpeed;
[SerializeField] [SerializeField]
private float jumpSpeed; private float jumpSpeed;
[SerializeField] [SerializeField]
private float doubleJumpSpeed; private float doubleJumpSpeed;
private bool isGround = true; // Is the player on the ground? // Bool values for jump & doublejump
private bool isDoubleJumping = false; // Is the player double jumping? private bool isGrounded = true;
private bool isJumpable = true; // Can player jump or doublejump?
private Rigidbody2D rb; // RigidBody2D of this game object
// Inputs
private float horizontal = 0;
private bool jump = false;
// Variables for IsGrounded()
[SerializeField]
private LayerMask groundLayer;
[SerializeField]
private float rayDistance;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
...@@ -24,6 +34,40 @@ public class PlayerController : MonoBehaviour { ...@@ -24,6 +34,40 @@ public class PlayerController : MonoBehaviour {
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
// TODO: Make moving algorithm horizontal = Input.GetAxis("Horizontal");
if (Input.GetButtonDown("Jump"))
{
jump = true;
}
}
private void FixedUpdate()
{
isGrounded = IsGrounded();
if (isGrounded)
isJumpable = true;
float vertical = rb.velocity.y;
if (jump)
{
if (isGrounded)
{
vertical = jumpSpeed;
}
else if (isJumpable)
{
vertical = doubleJumpSpeed;
isJumpable = false;
}
}
rb.velocity = new Vector2(horizontal * speed * Time.fixedDeltaTime, vertical);
jump = false;
}
bool IsGrounded() // Is player grounded?
{
RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, groundLayer);
Debug.DrawRay(transform.position, rayDistance* Vector2.down, Color.white);
return hit.collider != null;
} }
} }
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...@@ -13,9 +13,9 @@ InputManager: ...@@ -13,9 +13,9 @@ InputManager:
positiveButton: right positiveButton: right
altNegativeButton: a altNegativeButton: a
altPositiveButton: d altPositiveButton: d
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