PlayerController.cs V3
PlayerController.cs - Version3
Code Added: OnTriggerEnter2D: Unity Event Handler
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
//create custom data-type
public enum HeroState { idle, walk , jump }
public HeroState currentHeroState; //variable to display current HeroState in inspector
private bool facingRight; // initialize when declare (first way), false by default
private Animator animator; //obj-reference variable to access the animator component on this gameObject
private Rigidbody2D rb2D; //variable to refer to the rigidbody component on this GObj
public float forceX = 50f; ///probably too small
public float jumpForce = 8.0f; ///probably needs changed
public bool grounded; //is the player currently touching a GObj w/ layer Ground
private bool jump; //has jump key been pressed within the last frame
public Transform groundCheck; //need to initialize in the inspector!!!!!!!!!!!!!!
public LayerMask groundLayer; //need to initialize in the inspector
public float groundCheckRadius = 0.2f; //probably need to modify
//inspector is the second way to initialize a value
// Start is called before the first frame update
private void Start()
{
facingRight = false; //final way to initialize, overrides all prior settings
currentHeroState = HeroState.idle;
//INitialize the animator variable - it's a component on THIS gameObject
animator = GetComponent<Animator>(); //<T> //call a method - make connection to component on gameObject in Unity scene
animator.SetInteger( "HeroState", (int) HeroState.idle );
rb2D = GetComponent<Rigidbody2D>();
}
//Fixed update used for physics, to give smooth motion, called at consistent time increments
void FixedUpdate()
{
float inputX = Input.GetAxis("Horizontal"); // key input: -1, 0, 1
bool isWalking = Mathf.Abs(inputX) > 0; //convenient static method
grounded = Physics2D.OverlapCircle( groundCheck.position , groundCheckRadius,groundLayer );
bool jumpPressed = Input.GetButtonDown("Jump");
if (isWalking)
{
if (inputX > 0 && !facingRight)
{
Flip();
} else if( inputX < 0 && facingRight)
{
Flip();
}
currentHeroState = HeroState.walk;
///Move the player using 2D Physics - RigidBody allows movement
rb2D.velocity = new Vector2(0, rb2D.velocity.y);////update his velocity, zero out x velocity
rb2D.AddForce(new Vector2(inputX * forceX, 0));
animator.SetInteger("HeroState", (int)HeroState.walk);
}
else
{
currentHeroState = HeroState.idle;
animator.SetInteger("HeroState", (int)HeroState.idle);
}
if (jumpPressed && grounded)
{
currentHeroState = HeroState.jump;
animator.SetInteger("HeroState", (int)HeroState.jump);
rb2D.velocity = new Vector2( rb2D.velocity.x, 0);////update his velocity, zero out x velocity
rb2D.AddForce(new Vector2(0, jumpForce),ForceMode2D.Impulse);
}
}
/// <summary>
/// Unity Event Handler Method
/// </summary>
/// <param name="collision">Collision.</param>
private void OnTriggerEnter2D(Collider2D collision)
{
Debug.Log("Entered Trigger");
if (collision.CompareTag("Collectible")){
Debug.Log("Hit collectible");
Destroy(collision); //destroy collision component
}else if (collision.CompareTag("Hazard"))
{
Debug.Log("Hit Hazard");
Destroy(collision.gameObject); //destroy gameObject
}
}
private void Flip()
{
facingRight = !facingRight; //change the polarity of the value
Vector3 theScale = transform.localScale;
theScale.x *= -1; //change the x component, multiply by -1
transform.localScale = theScale;
}
} //end class PlayerController
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