public void Move(float move, bool crouch, bool jump, bool slide) { // If crouching, check to see if the character can stand up if (!crouch) { // If the character has a ceiling preventing them from standing up, keep them crouching if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) { crouch = true; } } //only control the player if grounded or airControl is turned on if (m_Grounded || m_AirControl) { // If crouching if (crouch) { if (!m_wasCrouching) { m_wasCrouching = true; OnCrouchEvent.Invoke(true); } // Reduce the speed by the crouchSpeed multiplier move *= m_CrouchSpeed; // Disable one of the colliders when crouching if (m_CrouchDisableCollider != null) { m_CrouchDisableCollider.enabled = false; } } else { // Enable the collider when not crouching if (m_CrouchDisableCollider != null) { m_CrouchDisableCollider.enabled = true; } if (m_wasCrouching) { m_wasCrouching = false; OnCrouchEvent.Invoke(false); } } // Move the character by finding the target velocity Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y); // And then smoothing it out and applying it to the character m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); // If the input is moving the player right and the player is facing left... if (move > 0 && !m_FacingRight) { // ... flip the player. Flip(); } // Otherwise if the input is moving the player left and the player is facing right... else if (move < 0 && m_FacingRight) { // ... flip the player. Flip(); } } // If the player should jump... if (m_Grounded && jump) { // Add a vertical force to the player. m_Grounded = false; m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); noise.PlayJumpSound(); } //If the player jumps in the air if (plat == 0 && jump && jumpCounter <= 3) { m_Rigidbody2D.velocity = Vector2.zero; m_Rigidbody2D.AddForce(new Vector2(0, m_AirJumpForce), ForceMode2D.Impulse); noise.PlayJumpSound(); jumpCounter++; } //If the player slides if (onGround && slide && m_FacingRight) { m_Rigidbody2D.MovePosition(transform.position + transform.right * 0.62f); isDashing = true; } else { if (onGround && slide && !m_FacingRight) { m_Rigidbody2D.MovePosition(transform.position + -transform.right * 0.62f); isDashing = true; } else { //m_Rigidbody2D.position += Vector2.zero; //m_Rigidbody2D.velocity = Vector2.zero; } //m_Rigidbody2D.position += Vector2.zero; //m_Rigidbody2D.velocity = Vector2.zero; } }
void PlayerJump() { _rb2d.velocity = new Vector3(0, _jumpHeight, 0); _canJump = false; _audioPlay.PlayJumpSound(); }