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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  1. Project 1 - Simple Game
  2. Player GameObject

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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Last updated 5 years ago

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