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48 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MoveController))]
public class PlayerController : MonoBehaviour {
public float jumpHeight = 4f;
public float jumpDuration = 0.4f;
public float moveSpeed = 6f;
public float accelerationTimeAirborne = 0.2f;
public float accelerationTimeGrounded = 0.05f;
private Vector3 velocity;
private float jumpVelocity;
private MoveController moveController;
private float gravity;
private float moveXSmoothing;
void Start() {
moveController = GetComponent<MoveController>();
gravity = -(2*jumpHeight)/Mathf.Pow(jumpDuration, 2f);
jumpVelocity = Mathf.Abs(gravity) * jumpDuration;
}
void Update() {
if (moveController.collisions.above || moveController.collisions.below) {
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;
velocity.x = Mathf.SmoothDamp(velocity.x, targetx, ref moveXSmoothing, moveController.Grounded() ? accelerationTimeGrounded : accelerationTimeAirborne);
velocity.y += gravity * Time.deltaTime;
moveController.Move(velocity * Time.deltaTime);
}
void FixedUpdate() {
}
}