Ejemplo n.º 1
0
    private void FixedUpdate()
    {
        ForceX   = Mathf.Abs(ForceX) < 4 ? 0 : Mathf.Sign(ForceX) * (Mathf.Abs(ForceX) - gravityScale * windFriction / 2);
        ForceY   = Mathf.Abs(ForceY) < 4 ? 0 : Mathf.Sign(ForceY) * (Mathf.Abs(ForceY) - gravityScale * windFriction);
        grounded = Physics2D.OverlapCapsule(groundCheck.position, new Vector2(0.5f, 1.5f), CapsuleDirection2D.Vertical, 0, whatIsGround);

        bool IsSlope = Physics2D.OverlapCapsule(groundCheck.position, new Vector2(0.5f, 1.5f), CapsuleDirection2D.Vertical, 0, whatIsSlope);

        animator.SetBool("IsSlope", IsSlope);

        if (playerAction == PlayerAction.ClimbingUp)
        {
            rgdb.velocity = new Vector2(ClimbingVelocityX, ClimbingVelocityY);
        }
        else if (playerAction == PlayerAction.HangUp)
        {
            rgdb.velocity = new Vector2(ForceX, move.y * ropeSpeed);
        }
        else
        {
            rgdb.velocity = new Vector2(move.x * maxSpeed + ForceX, rgdb.velocity.y + ForceY);
        }

        //If it is hanged on the rope and has no energy, the player falls
        if (energyController.GetCurrentEnergy() <= energyController.GetEnergyRecoverySpeed())
        {
            animator.Play("Falling");
            playerAction = PlayerAction.Falling;
            setNeutralState();
        }
    }