CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
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On this page
  • Create a Prefab Player GameObject
  • PlayerController.cs Script - Sept 9, 2019
  • PlayerController version1 Summary:

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  1. Getting Started

PlayerController Code

PreviousPlayerController Flow ChartNextPlayerController - V1 - S20

Last updated 5 years ago

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Create a Prefab Player GameObject

  1. Create Animations as described in prior section. Delete all except one of the auto-created animatedSprite gameObjects in the hierarchy panel.

  2. Rename the Animated 2DSprite GameObject: Player

  3. Create a Folder in Assets: Scripts

  4. Create a C# Script, by 'right-clicking' to open the menu, from the Project/Assets/Scripts folder: PlayerController

  5. Add the script, as a component, in the Inspector Panel of the Player gameObject.

  6. Double-click the PlayerController.cs script in the Scripts folder, this script should open in Visual Studio

  7. Paste code listed below into the PlayerController class file in Visual Studio.

  8. Build Solution in Visual Studio to compile your script.

  9. Create a Folder in Assets: PreFabs

  10. Drag your Player GameObject from the Hierarchy Panel to the PreFab's folder in your assets panel.

  11. Select the Player GameObject in the Hierarchy, in the Inspector Panel, it should be similar to the image below.

PlayerController.cs Script - Sept 9, 2019

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
    //create custom data-type
    public enum HeroState { idle = 0, walk = 1, jump = 2}
    public HeroState currentHeroState;  //variable to display current HeroState in inspector

    private bool facingRight = true; // initialize when declare (first way),  false by default

    private Animator animator; //obj-reference variable to access the animator component on this gameObject

    //inspector is the second way to initialize a value

    // Start is called before the first frame update
    private void Start()
    {
        facingRight = true; //final way to initialize, overrides all prior settings
        currentHeroState = HeroState.idle;
        animator = GetComponent<Animator>(); //<T>  //call a method - make connection to component on gameObject in Unity scene
        animator.SetInteger( "HeroState",  (int) HeroState.idle      );
    }

    //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;

        bool jumpPressed = Input.GetButtonDown("Jump");

        if (isWalking)
        {
            currentHeroState = HeroState.walk;
            animator.SetInteger("HeroState", (int)HeroState.walk);
        }
        else
        {
            currentHeroState = HeroState.idle;
            animator.SetInteger("HeroState", (int)HeroState.idle);
        }


        if (jumpPressed)
        {
            currentHeroState = HeroState.jump;
            animator.SetInteger("HeroState", (int)HeroState.jump);
        }

    }

    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

PlayerController version1 Summary:

Goal: Configure device input events to correspond with Animator Component

  • Input Manager: horizontal-axis, key,

  • enums, logic,

  • goal: modify Animator HeroState parameter value

  • generate valid state-transition events

  • Animator Controller: Integer Parameter: HeroState

    • Edit in Animator Window, with Player GameObject selected in Hierarchy

    • Animator states: state-node

      • each state-node corresponds to Animation Clip (motion)

    • Event transitions: transition arrows:

      • each transition arrow corresponds to a valid state transition-event

      • HeroState Conditions:

      • HeroState == 0: idle state-transition

      • HeroState == 1: walk state-transition

      • HeroState == 2: jump state-transition

  • Animation Clip - additional configuration using Animation Widnow

Flip( ) - modify left/right sprite orientation by modifying Transform.Scale.X of Player sprite.

Next Versions of Player Controller to add:

Rigidbody - physics motion ex. gravity

Collider2D

Floor - empty gameObject with

Sorting Layers - determine render ordering of sprites, etc

Physics Layers: Determine physics interactions:

  • example: Custom Layer: Ground