Animations!
Animations for walking, running, jumping while running Improved ground detection Fixed some character functionality not working above a certain speed
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20 changed files with 1100 additions and 18 deletions
8
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@ -6,10 +6,13 @@ public abstract class CharacterControllerBase : MonoBehaviour
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{
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protected Rigidbody2D _rb;
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public Transform foot;
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public float groundRadius;
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public LayerMask groundMask;
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public bool IsOnGround(string groundName = "")
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{
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var res = new List<Collider2D>();
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_rb.OverlapCollider(new ContactFilter2D(), res);
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var collider = Physics2D.OverlapCircle(foot.position, groundRadius, groundMask);
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}
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}
|
|
@ -26,7 +26,7 @@ public class EnemySpawner : MonoBehaviour
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private void FixedUpdate()
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{
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//int timeMultiplier = _spawner.maxLevel - _spawner.Level;
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int countMultiplier = _spawner.Level;
|
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int countMultiplier = _spawner.Level + 1;
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if (Time.fixedTime - _lastSpawn > timeBetweenSpawns && _random.Next(2) == 1)
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{
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short count = (short) _random.Next(maxEnemyCount * countMultiplier);
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|
@ -17,12 +17,18 @@ public class OwnCharacterController : CharacterControllerBase
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private readonly Random _random = new Random();
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private readonly List<Vector3> _checkpointPosList = new List<Vector3>();
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private Vector3 _checkpointPos;
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private Animator _animator;
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private static readonly int Speed = Animator.StringToHash("Speed");
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private static readonly int Jump = Animator.StringToHash("Jump");
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private static readonly int Sprint = Animator.StringToHash("Sprint");
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private JumpStatus _jumpStatus = JumpStatus.None;
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// Start is called before the first frame update
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void Start()
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{
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_rb = GetComponent<Rigidbody2D>();
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_spawnPos = transform.position;
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_animator = GetComponent<Animator>();
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}
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// Update is called once per frame
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|
@ -30,8 +36,6 @@ public class OwnCharacterController : CharacterControllerBase
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{
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if (platformSpawner.ShouldRespawn(transform, this))
|
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Respawn();
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if (Mathf.Abs(_rb.velocity.x) > 3)
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return;
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float input = Input.GetAxis("Horizontal");
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var tr = transform;
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if (input < 0 && tr.localScale.x > 0
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|
@ -44,10 +48,30 @@ public class OwnCharacterController : CharacterControllerBase
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if (Input.GetButton("Fire3"))
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input *= sprintSpeed;
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_rb.AddForce(new Vector2(input * movementSpeed, 0));
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if (Mathf.Abs(_rb.velocity.x) <= 3)
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_rb.velocity += new Vector2(input * movementSpeed, 0);
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if (Input.GetButtonDown("Jump") && IsOnGround())
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_rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
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{
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//_rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
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_rb.velocity += new Vector2(0, jumpForce);
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if (Input.GetButton("Fire3")) //Csak akkor animálja az ugrást, ha fut közben
|
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{
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_jumpStatus = JumpStatus.Up;
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_animator.SetInteger(Jump, (int) _jumpStatus);
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}
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}
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else if (_jumpStatus == JumpStatus.Up && _rb.velocity.y <= 0)
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{
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_jumpStatus = JumpStatus.Down;
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_animator.SetInteger(Jump, (int) _jumpStatus);
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}
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else if (_jumpStatus == JumpStatus.Down && Math.Abs(_rb.velocity.y) <= 0.001f)
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{
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_jumpStatus = JumpStatus.None;
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_animator.SetInteger(Jump, (int) _jumpStatus);
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}
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if (_checkpointPos.x > 0 && (tr.position - _checkpointPos).magnitude < 2f)
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{
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|
@ -55,6 +79,9 @@ public class OwnCharacterController : CharacterControllerBase
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_checkpointPosList.RemoveAt(0);
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_checkpointPos = _checkpointPosList.Count > 0 ? _checkpointPosList[0] : Vector3.zero;
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}
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_animator.SetFloat(Speed, Math.Abs(_rb.velocity.x));
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_animator.SetBool(Sprint, Input.GetButton("Fire3"));
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}
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public void Hit()
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|
@ -76,4 +103,11 @@ public class OwnCharacterController : CharacterControllerBase
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_checkpointPosList.Add(pos);
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if (_checkpointPos.x <= 0) _checkpointPos = _checkpointPosList[0];
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}
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enum JumpStatus
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{
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None,
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Up,
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Down
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}
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}
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@ -16,7 +16,7 @@ TagManager:
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- UI
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-
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-
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-
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- Ground
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-
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-
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-
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|
Loading…
Reference in a new issue