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Mitchel Kovacs (mdk181) authoredMitchel Kovacs (mdk181) authored
InBetween.cs 2.70 KiB
using UnityEngine;
using System.Collections;
public class InBetween : MonoBehaviour {
private Rigidbody2D Player;
private Animator myAnimator;
[SerializeField]
private float speed;
private bool LookRight = true;
private bool canMove = true;
private bool canJump = true;
// Use this for initialization
void Start()
{
Player = GetComponent<Rigidbody2D>();
myAnimator = GetComponent<Animator>(); //required for animation *******
}
// Update is called once per frame
void Update()
{
float h = Input.GetAxis("Horizontal");
float i = Input.GetAxis("Vertical");
Movement(h);
FlipPlayer(h);
RotatePlayerZaxis(h);
Jump();
}
//controlling the characters movement
private void Movement(float horizontal)
{
if (canMove)
{
Player.velocity = new Vector2(speed * horizontal, Player.velocity.y);
myAnimator.SetFloat("speed", (Mathf.Abs(horizontal))); //required for animation *******
}
}
private void Jump()
{
if (Input.GetKeyDown(KeyCode.Space) && canJump)
{
canJump = false;
Player.AddForce(new Vector2(0, 600));
}
}
//faces the characters body in the appropriate direction
private void FlipPlayer(float horizontal)
{
if (horizontal > 0 && !LookRight || horizontal < 0 && LookRight)
{
LookRight = !LookRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
//keeps the character from falling over
private void RotatePlayerZaxis(float horizonal)
{
Vector3 myRotation = gameObject.transform.rotation.eulerAngles;
Vector3 Pos = transform.localPosition;
//if the player does not need to be climbing up an angle, the character will be fixed upright
if (Pos.x < -4f || Pos.x > 5f)
{
transform.localRotation = Quaternion.Euler(0, 0, 0);
}
else
{
//allows the character to rotate but not past 90 degrees either direction when climbing
if (myRotation.z > 90)
{
myRotation.z = Mathf.Clamp(0, 0, 0);
transform.rotation = Quaternion.Euler(myRotation);
}
if (myRotation.z < -90)
{
myRotation.z = Mathf.Clamp(0, 0, 0);
transform.rotation = Quaternion.Euler(myRotation);
}
}
}
void OnCollisionEnter2D(Collision2D coll)
{
if (coll.gameObject.tag == "ground")
{
canJump = true;
}
}
}