clean up grounding logic

master
Jordan Orelli 4 years ago
parent a5b663c838
commit a7c2f9c270

@ -4,7 +4,6 @@ using UnityEngine;
[RequireComponent(typeof(MoveController))]
public class PlayerController : MonoBehaviour {
public float jumpHeight = 4f;
public float timeToJumpApex = 0.4f;
public float moveSpeed = 6f;
@ -25,29 +24,32 @@ public class PlayerController : MonoBehaviour {
}
void Update() {
if (moveController.collisions.below || moveController.collisions.above) {
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
float targetX = input.x * moveSpeed;
if (moveController.collisions.above) {
velocity.y = 0;
}
if (moveController.collisions.left || moveController.collisions.right) {
velocity.x = 0;
}
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
if (Input.GetKeyDown(KeyCode.Space) && moveController.collisions.below) {
velocity.y = jumpVelocity;
}
float targetX = input.x * moveSpeed;
if (moveController.isGrounded) {
if (Input.GetButton("Jump")) {
velocity.y = jumpVelocity;
} else {
velocity.y = 0;
}
velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxRunSpeed);
} else {
velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
velocity.y += gravity * Time.deltaTime;
if (velocity.y < maxFallSpeed) {
velocity.y = maxFallSpeed;
}
}
velocity.y += gravity * Time.deltaTime;
if (velocity.y < maxFallSpeed) {
velocity.y = maxFallSpeed;
}
moveController.Move(velocity * Time.deltaTime);
}

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