using UnityEngine; namespace UnityStandardAssets._2D { public class PlatformerCharacter2D : MonoBehaviour { [SerializeField] private float m_MaxSpeed = 10f; [SerializeField] private float m_JumpForce = 400f; [Range(0f, 1f)] [SerializeField] private float m_CrouchSpeed = 0.36f; [SerializeField] private bool m_AirControl; [SerializeField] private LayerMask m_WhatIsGround; private Transform m_GroundCheck; private const float k_GroundedRadius = 0.2f; private bool m_Grounded; private Transform m_CeilingCheck; private const float k_CeilingRadius = 0.01f; private Animator m_Anim; private Rigidbody2D m_Rigidbody2D; private bool m_FacingRight = true; private void Awake() { m_GroundCheck = transform.Find("GroundCheck"); m_CeilingCheck = transform.Find("CeilingCheck"); m_Anim = GetComponent(); m_Rigidbody2D = GetComponent(); } private void FixedUpdate() { m_Grounded = false; Collider2D[] array = Physics2D.OverlapCircleAll(m_GroundCheck.position, 0.2f, m_WhatIsGround); for (int i = 0; i < array.Length; i++) { if (array[i].gameObject != gameObject) { m_Grounded = true; } } m_Anim.SetBool("Ground", m_Grounded); m_Anim.SetFloat("vSpeed", m_Rigidbody2D.linearVelocity.y); } public void Move(float move, bool crouch, bool jump) { if (!crouch && m_Anim.GetBool("Crouch") && (bool)Physics2D.OverlapCircle(m_CeilingCheck.position, 0.01f, m_WhatIsGround)) { crouch = true; } m_Anim.SetBool("Crouch", crouch); if (m_Grounded || m_AirControl) { move = (crouch ? (move * m_CrouchSpeed) : move); m_Anim.SetFloat("Speed", Mathf.Abs(move)); m_Rigidbody2D.linearVelocity = new Vector2(move * m_MaxSpeed, m_Rigidbody2D.linearVelocity.y); if (move > 0f && !m_FacingRight) { Flip(); } else if (move < 0f && m_FacingRight) { Flip(); } } if (m_Grounded && jump && m_Anim.GetBool("Ground")) { m_Grounded = false; m_Anim.SetBool("Ground", value: false); m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); } } private void Flip() { m_FacingRight = !m_FacingRight; Vector3 localScale = transform.localScale; localScale.x *= -1f; transform.localScale = localScale; } } }