Animations!

Animations for walking, running, jumping while running
Improved ground detection
Fixed some character functionality not working above a certain speed
This commit is contained in:
Norbi Peti 2020-11-18 00:11:03 +01:00
parent e0b194d7eb
commit 93de3681f0
No known key found for this signature in database
GPG key ID: DBA4C4549A927E56
20 changed files with 1100 additions and 18 deletions

8
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View file

@ -5,11 +5,14 @@ using UnityEngine;
public abstract class CharacterControllerBase : MonoBehaviour
{
protected Rigidbody2D _rb;
public Transform foot;
public float groundRadius;
public LayerMask groundMask;
public bool IsOnGround(string groundName = "")
{
var res = new List<Collider2D>();
_rb.OverlapCollider(new ContactFilter2D(), res);
return res.Any(col => col.CompareTag("Ground") && (groundName.Length == 0 || col.name.StartsWith(groundName)));
var collider = Physics2D.OverlapCircle(foot.position, groundRadius, groundMask);
return collider && (groundName.Length == 0 || collider.name.StartsWith(groundName));
}
}

View file

@ -26,7 +26,7 @@ public class EnemySpawner : MonoBehaviour
private void FixedUpdate()
{
//int timeMultiplier = _spawner.maxLevel - _spawner.Level;
int countMultiplier = _spawner.Level;
int countMultiplier = _spawner.Level + 1;
if (Time.fixedTime - _lastSpawn > timeBetweenSpawns && _random.Next(2) == 1)
{
short count = (short) _random.Next(maxEnemyCount * countMultiplier);

View file

@ -17,12 +17,18 @@ public class OwnCharacterController : CharacterControllerBase
private readonly Random _random = new Random();
private readonly List<Vector3> _checkpointPosList = new List<Vector3>();
private Vector3 _checkpointPos;
private Animator _animator;
private static readonly int Speed = Animator.StringToHash("Speed");
private static readonly int Jump = Animator.StringToHash("Jump");
private static readonly int Sprint = Animator.StringToHash("Sprint");
private JumpStatus _jumpStatus = JumpStatus.None;
// Start is called before the first frame update
void Start()
{
_rb = GetComponent<Rigidbody2D>();
_spawnPos = transform.position;
_animator = GetComponent<Animator>();
}
// Update is called once per frame
@ -30,8 +36,6 @@ public class OwnCharacterController : CharacterControllerBase
{
if (platformSpawner.ShouldRespawn(transform, this))
Respawn();
if (Mathf.Abs(_rb.velocity.x) > 3)
return;
float input = Input.GetAxis("Horizontal");
var tr = transform;
if (input < 0 && tr.localScale.x > 0
@ -44,10 +48,30 @@ public class OwnCharacterController : CharacterControllerBase
if (Input.GetButton("Fire3"))
input *= sprintSpeed;
_rb.AddForce(new Vector2(input * movementSpeed, 0));
if (Mathf.Abs(_rb.velocity.x) <= 3)
_rb.velocity += new Vector2(input * movementSpeed, 0);
if (Input.GetButtonDown("Jump") && IsOnGround())
_rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
{
//_rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
_rb.velocity += new Vector2(0, jumpForce);
if (Input.GetButton("Fire3")) //Csak akkor animálja az ugrást, ha fut közben
{
_jumpStatus = JumpStatus.Up;
_animator.SetInteger(Jump, (int) _jumpStatus);
}
}
else if (_jumpStatus == JumpStatus.Up && _rb.velocity.y <= 0)
{
_jumpStatus = JumpStatus.Down;
_animator.SetInteger(Jump, (int) _jumpStatus);
}
else if (_jumpStatus == JumpStatus.Down && Math.Abs(_rb.velocity.y) <= 0.001f)
{
_jumpStatus = JumpStatus.None;
_animator.SetInteger(Jump, (int) _jumpStatus);
}
if (_checkpointPos.x > 0 && (tr.position - _checkpointPos).magnitude < 2f)
{
@ -55,6 +79,9 @@ public class OwnCharacterController : CharacterControllerBase
_checkpointPosList.RemoveAt(0);
_checkpointPos = _checkpointPosList.Count > 0 ? _checkpointPosList[0] : Vector3.zero;
}
_animator.SetFloat(Speed, Math.Abs(_rb.velocity.x));
_animator.SetBool(Sprint, Input.GetButton("Fire3"));
}
public void Hit()
@ -76,4 +103,11 @@ public class OwnCharacterController : CharacterControllerBase
_checkpointPosList.Add(pos);
if (_checkpointPos.x <= 0) _checkpointPos = _checkpointPosList[0];
}
enum JumpStatus
{
None,
Up,
Down
}
}

View file

@ -16,7 +16,7 @@ TagManager:
- UI
-
-
-
- Ground
-
-
-