Created
March 9, 2021 22:08
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PlayerMovement : MonoBehaviour | |
{ | |
private System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch(); | |
[SerializeField] private float GroundedWait = 60f; | |
public CharacterController2D controller; | |
public Animator animator; | |
public float runSpeed = 40f; | |
float horizontalMove = 0f; | |
bool jump = false; | |
bool crouch = false; | |
// Update is called once per frame | |
void LateUpdate() | |
{ | |
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed; | |
animator.SetFloat("Speed", Mathf.Abs(horizontalMove)); | |
if (Input.GetButtonDown("Jump")) | |
{ | |
jump = true; | |
animator.SetBool("IsJumping", true); | |
sw.Start(); | |
} | |
if (Input.GetButtonDown("Crouch")) | |
{ | |
crouch = true; | |
} else if (Input.GetButtonUp("Crouch")) | |
{ | |
crouch = false; | |
} | |
} | |
public void OnLanding() | |
{ | |
if (sw.ElapsedMilliseconds > GroundedWait) | |
{ | |
animator.SetBool("IsJumping", false); | |
sw.Reset(); | |
} | |
} | |
private void FixedUpdate() | |
{ | |
//move char | |
controller.Move(horizontalMove * Time.fixedDeltaTime,crouch,jump); | |
jump = false; | |
} | |
} |
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