CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • 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
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - 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
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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  1. Project 1 - Player

PlayerController.cs V3-Collide

PreviousSorting LayersNextGameData Version1

Last updated 4 years ago

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PlayerController.cs - Version3

Code Added: OnTriggerEnter2D: Unity Event Handler

This version has code added for detecting collisions with other gameObjects.

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 = true; //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 );
       
        //check for spacebar or w, up keys to indicate vertical jump
        bool jumpPressed = Input.GetButtonDown("Jump") || Input.GetAxis("Vertical") > 0;

        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 y 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 x velocity, zero out y 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
Requires PickUp Prefab GameObjects