using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using Random = System.Random; public class OwnCharacterController : MonoBehaviour { public float jumpForce; public float movementSpeed; public float sprintSpeed; private Rigidbody2D _rb; private Vector3 _spawnPos; private float _health = 100f; private Random _random = new Random(); private List _checkpointPosList = new List(); private Vector3 _checkpointPos; // Start is called before the first frame update void Start() { _rb = GetComponent(); _spawnPos = transform.position; } // Update is called once per frame void Update() { if (Mathf.Abs(_rb.velocity.x) > 3) return; float input = Input.GetAxis("Horizontal"); var tr = transform; if (input < 0 && tr.localScale.x > 0 || input > 0 && tr.localScale.x < 0) { var scale = tr.localScale; scale.x *= -1; tr.localScale = scale; } if (Input.GetButton("Fire3")) input *= sprintSpeed; _rb.AddForce(new Vector2(input * movementSpeed, 0)); if (Input.GetButtonDown("Jump") && IsOnGround()) _rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse); if (_checkpointPos.x > 0 && (tr.position - _checkpointPos).magnitude < 2f) { _spawnPos = _checkpointPos; _checkpointPosList.RemoveAt(0); _checkpointPos = _checkpointPosList.Count > 0 ? _checkpointPosList[0] : Vector3.zero; } } public void Hit() { _health -= (float) _random.NextDouble() % 20f + 20f; if (_health <= 0f) Respawn(); } public void Respawn() { transform.position = _spawnPos; _health = 100f; } public bool IsOnGround(string groundName = "") { var res = new List(); _rb.OverlapCollider(new ContactFilter2D(), res); return res.Any(col => col.CompareTag("Ground") && (groundName.Length == 0 || col.name.StartsWith(groundName))); } public void SetCheckpoint(Vector3 pos) { _checkpointPosList.Add(pos); if (_checkpointPos.x <= 0) _checkpointPos = _checkpointPosList[0]; } }