Chapter 4.3 done
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--- !u!1 &1995595071
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@@ -3,12 +3,29 @@ using UnityEngine.InputSystem;
|
|||||||
|
|
||||||
public class PlayerControl : MonoBehaviour
|
public class PlayerControl : MonoBehaviour
|
||||||
{
|
{
|
||||||
private CharacterController Figur;
|
private CharacterController Figure;
|
||||||
|
private Vector3 MoveVector = Vector3.zero;
|
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|
private InputAction moveAction; // for new Input handling
|
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|
private InputAction jumpAction; // for new Input handling
|
||||||
|
|
||||||
|
private SpriteRenderer renderer;
|
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|
private float current = 0.0f;
|
||||||
|
|
||||||
|
[Header("Movement")]
|
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public float Speed = 5.0f;
|
public float Speed = 5.0f;
|
||||||
|
public float Jump = 5.0f;
|
||||||
|
public float Gravity = 15.0f;
|
||||||
|
|
||||||
|
[Header("Sprites")]
|
||||||
|
public Sprite front, back;
|
||||||
|
public Sprite right1, right2;
|
||||||
|
public Sprite left1, left2;
|
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|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
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void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
Figur = GetComponent<CharacterController>();
|
Figure = GetComponent<CharacterController>();
|
||||||
|
renderer = GetComponent<SpriteRenderer>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@@ -17,19 +34,89 @@ public class PlayerControl : MonoBehaviour
|
|||||||
// old Input handling - used in book
|
// old Input handling - used in book
|
||||||
/*
|
/*
|
||||||
if (Input.GetKey(KeyCode.LeftArrow))
|
if (Input.GetKey(KeyCode.LeftArrow))
|
||||||
Figur.Move(Vector3.left * Time.deltaTime * Speed);
|
Figure.Move(Vector3.left * Time.deltaTime * Speed);
|
||||||
if (Input.GetKey(KeyCode.RightArrow))
|
if (Input.GetKey(KeyCode.RightArrow))
|
||||||
Figur.Move(Vector3.right * Time.deltaTime * Speed);
|
Figure.Move(Vector3.right * Time.deltaTime * Speed);
|
||||||
|
*/
|
||||||
|
/*
|
||||||
|
if (Figure.isGrounded){
|
||||||
|
MoveVector.x = Input.GetAxis("Horizontal");
|
||||||
|
if(Input.GetButton("Jump")) MoveVector.y = Jump;
|
||||||
|
}
|
||||||
|
MoveVector.y -= Gravity * Time.deltaTime;
|
||||||
|
Figure.Move(MoveVector * Time.deltaTime * Speed);
|
||||||
|
*/
|
||||||
|
/*
|
||||||
|
if (MoveVector.x < 0) renderer.sprite = left1;
|
||||||
|
else if (MoveVector.x > 0) renderer.sprite = right1;
|
||||||
|
else renderer.sprite = front;
|
||||||
*/
|
*/
|
||||||
|
|
||||||
//new Input handling - arrows and wasd
|
//new Input handling - arrows and wasd
|
||||||
|
/*
|
||||||
if (Keyboard.current.leftArrowKey.isPressed || Keyboard.current.aKey.isPressed)
|
if (Keyboard.current.leftArrowKey.isPressed || Keyboard.current.aKey.isPressed)
|
||||||
Figur.Move(Vector3.left * Time.deltaTime * Speed);
|
Figure.Move(Vector3.left * Time.deltaTime * Speed);
|
||||||
if (Keyboard.current.rightArrowKey.isPressed || Keyboard.current.dKey.isPressed)
|
if (Keyboard.current.rightArrowKey.isPressed || Keyboard.current.dKey.isPressed)
|
||||||
Figur.Move(Vector3.right * Time.deltaTime * Speed);
|
Figure.Move(Vector3.right * Time.deltaTime * Speed);
|
||||||
if (Keyboard.current.upArrowKey.isPressed || Keyboard.current.wKey.isPressed)
|
if (Keyboard.current.upArrowKey.isPressed || Keyboard.current.wKey.isPressed)
|
||||||
Figur.Move(Vector3.up * Time.deltaTime * Speed);
|
Figure.Move(Vector3.up * Time.deltaTime * Speed);
|
||||||
if (Keyboard.current.downArrowKey.isPressed || Keyboard.current.sKey.isPressed)
|
if (Keyboard.current.downArrowKey.isPressed || Keyboard.current.sKey.isPressed)
|
||||||
Figur.Move(Vector3.down * Time.deltaTime * Speed);
|
Figure.Move(Vector3.down * Time.deltaTime * Speed);
|
||||||
|
*/
|
||||||
|
|
||||||
|
Vector2 input = moveAction.ReadValue<Vector2>();
|
||||||
|
if (Figure.isGrounded){
|
||||||
|
MoveVector.x = input.x;
|
||||||
|
if (jumpAction.WasPressedThisFrame()) MoveVector.y = Jump;
|
||||||
|
}
|
||||||
|
MoveVector.y -= Gravity * Time.deltaTime;
|
||||||
|
Figure.Move(MoveVector * Time.deltaTime * Speed);
|
||||||
|
|
||||||
|
if (MoveVector.x < 0) goLeft();
|
||||||
|
else if (MoveVector.x > 0) goRight();
|
||||||
|
else renderer.sprite = front;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEnable() // for new Input handling
|
||||||
|
{
|
||||||
|
moveAction = new InputAction(type: InputActionType.Value);
|
||||||
|
moveAction.AddCompositeBinding("2DVector")
|
||||||
|
.With("Left", "<Keyboard>/a")
|
||||||
|
.With("Right", "<Keyboard>/d")
|
||||||
|
.With("Up", "<Keyboard>/w")
|
||||||
|
.With("Down", "<Keyboard>/s");
|
||||||
|
moveAction.AddCompositeBinding("2DVector")
|
||||||
|
.With("Left", "<Keyboard>/leftArrow")
|
||||||
|
.With("Right", "<Keyboard>/rightArrow")
|
||||||
|
.With("Up", "<Keyboard>/upArrow")
|
||||||
|
.With("Down", "<Keyboard>/downArrow");
|
||||||
|
|
||||||
|
jumpAction = new InputAction("Jump", InputActionType.Button);
|
||||||
|
jumpAction.AddBinding("<Keyboard>/space");
|
||||||
|
jumpAction.AddBinding("<Keyboard>/w");
|
||||||
|
jumpAction.AddBinding("<Keyboard>/upArrow");
|
||||||
|
|
||||||
|
moveAction.Enable();
|
||||||
|
jumpAction.Enable();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable() // for new Input handling
|
||||||
|
{
|
||||||
|
moveAction.Disable();
|
||||||
|
jumpAction.Disable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void goLeft(){
|
||||||
|
current += 0.1f;
|
||||||
|
if (current < 10.0f) return;
|
||||||
|
renderer.sprite = renderer.sprite == left1 ? left2 : left1;
|
||||||
|
current = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void goRight(){
|
||||||
|
current += 0.1f;
|
||||||
|
if (current < 10.0f) return;
|
||||||
|
renderer.sprite = renderer.sprite == right1 ? right2 : right1;
|
||||||
|
current = 0.0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user