Answers for "unity 2d character controller script"

C#
3

character controller unity 2d

using UnityEngine;
using UnityEngine.Events;

public class CharacterController2D : MonoBehaviour
{
	[SerializeField] private float m_JumpForce = 400f;							// Amount of force added when the player jumps.
	[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;			// Amount of maxSpeed applied to crouching movement. 1 = 100%
	[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;	// How much to smooth out the movement
	[SerializeField] private bool m_AirControl = false;							// Whether or not a player can steer while jumping;
	[SerializeField] private LayerMask m_WhatIsGround;							// A mask determining what is ground to the character
	[SerializeField] private Transform m_GroundCheck;							// A position marking where to check if the player is grounded.
	[SerializeField] private Transform m_CeilingCheck;							// A position marking where to check for ceilings
	[SerializeField] private Collider2D m_CrouchDisableCollider;				// A collider that will be disabled when crouching

	const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
	private bool m_Grounded;            // Whether or not the player is grounded.
	const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
	private Rigidbody2D m_Rigidbody2D;
	private bool m_FacingRight = true;  // For determining which way the player is currently facing.
	private Vector3 m_Velocity = Vector3.zero;

	[Header("Events")]
	[Space]

	public UnityEvent OnLandEvent;

	[System.Serializable]
	public class BoolEvent : UnityEvent<bool> { }

	public BoolEvent OnCrouchEvent;
	private bool m_wasCrouching = false;

	private void Awake()
	{
		m_Rigidbody2D = GetComponent<Rigidbody2D>();

		if (OnLandEvent == null)
			OnLandEvent = new UnityEvent();

		if (OnCrouchEvent == null)
			OnCrouchEvent = new BoolEvent();
	}

	private void FixedUpdate()
	{
		bool wasGrounded = m_Grounded;
		m_Grounded = false;

		// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
		// This can be done using layers instead but Sample Assets will not overwrite your project settings.
		Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
		for (int i = 0; i < colliders.Length; i++)
		{
			if (colliders[i].gameObject != gameObject)
			{
				m_Grounded = true;
				if (!wasGrounded)
					OnLandEvent.Invoke();
			}
		}
	}


	public void Move(float move, bool crouch, bool jump)
	{
		// If crouching, check to see if the character can stand up
		if (!crouch)
		{
			// If the character has a ceiling preventing them from standing up, keep them crouching
			if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
			{
				crouch = true;
			}
		}

		//only control the player if grounded or airControl is turned on
		if (m_Grounded || m_AirControl)
		{

			// If crouching
			if (crouch)
			{
				if (!m_wasCrouching)
				{
					m_wasCrouching = true;
					OnCrouchEvent.Invoke(true);
				}

				// Reduce the speed by the crouchSpeed multiplier
				move *= m_CrouchSpeed;

				// Disable one of the colliders when crouching
				if (m_CrouchDisableCollider != null)
					m_CrouchDisableCollider.enabled = false;
			} else
			{
				// Enable the collider when not crouching
				if (m_CrouchDisableCollider != null)
					m_CrouchDisableCollider.enabled = true;

				if (m_wasCrouching)
				{
					m_wasCrouching = false;
					OnCrouchEvent.Invoke(false);
				}
			}

			// Move the character by finding the target velocity
			Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
			// And then smoothing it out and applying it to the character
			m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

			// If the input is moving the player right and the player is facing left...
			if (move > 0 && !m_FacingRight)
			{
				// ... flip the player.
				Flip();
			}
			// Otherwise if the input is moving the player left and the player is facing right...
			else if (move < 0 && m_FacingRight)
			{
				// ... flip the player.
				Flip();
			}
		}
		// If the player should jump...
		if (m_Grounded && jump)
		{
			// Add a vertical force to the player.
			m_Grounded = false;
			m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
		}
	}


	private void Flip()
	{
		// Switch the way the player is labelled as facing.
		m_FacingRight = !m_FacingRight;

		// Multiply the player's x local scale by -1.
		Vector3 theScale = transform.localScale;
		theScale.x *= -1;
		transform.localScale = theScale;
	}
}
Posted by: Guest on May-10-2021
0

unity 2d controler

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

public class PhysicsObject : MonoBehaviour {

    public float minGroundNormalY = .65f;
    public float gravityModifier = 1f;

    protected Vector2 targetVelocity;
    protected bool grounded;
    protected Vector2 groundNormal;
    protected Rigidbody2D rb2d;
    protected Vector2 velocity;
    protected ContactFilter2D contactFilter;
    protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16];
    protected List<RaycastHit2D> hitBufferList = new List<RaycastHit2D> (16);


    protected const float minMoveDistance = 0.001f;
    protected const float shellRadius = 0.01f;

    void OnEnable()
    {
        rb2d = GetComponent<Rigidbody2D> ();
    }

    void Start () 
    {
        contactFilter.useTriggers = false;
        contactFilter.SetLayerMask (Physics2D.GetLayerCollisionMask (gameObject.layer));
        contactFilter.useLayerMask = true;
    }

    void Update () 
    {
        targetVelocity = Vector2.zero;
        ComputeVelocity ();    
    }

    protected virtual void ComputeVelocity()
    {

    }

    void FixedUpdate()
    {
        velocity += gravityModifier * Physics2D.gravity * Time.deltaTime;
        velocity.x = targetVelocity.x;

        grounded = false;

        Vector2 deltaPosition = velocity * Time.deltaTime;

        Vector2 moveAlongGround = new Vector2 (groundNormal.y, -groundNormal.x);

        Vector2 move = moveAlongGround * deltaPosition.x;

        Movement (move, false);

        move = Vector2.up * deltaPosition.y;

        Movement (move, true);
    }

    void Movement(Vector2 move, bool yMovement)
    {
        float distance = move.magnitude;

        if (distance > minMoveDistance) 
        {
            int count = rb2d.Cast (move, contactFilter, hitBuffer, distance + shellRadius);
            hitBufferList.Clear ();
            for (int i = 0; i < count; i++) {
                hitBufferList.Add (hitBuffer [i]);
            }

            for (int i = 0; i < hitBufferList.Count; i++) 
            {
                Vector2 currentNormal = hitBufferList [i].normal;
                if (currentNormal.y > minGroundNormalY) 
                {
                    grounded = true;
                    if (yMovement) 
                    {
                        groundNormal = currentNormal;
                        currentNormal.x = 0;
                    }
                }

                float projection = Vector2.Dot (velocity, currentNormal);
                if (projection < 0) 
                {
                    velocity = velocity - projection * currentNormal;
                }

                float modifiedDistance = hitBufferList [i].distance - shellRadius;
                distance = modifiedDistance < distance ? modifiedDistance : distance;
            }


        }

        rb2d.position = rb2d.position + move.normalized * distance;
    }

}
Posted by: Guest on October-17-2020

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