Improved jumping and moving
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cb09cfa4a7
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9d0f9e620c
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@ -123,7 +123,7 @@ Transform:
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m_GameObject: {fileID: 7008207192594766305}
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- {fileID: 7008207193600475140}
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@ -197,7 +197,6 @@ MonoBehaviour:
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speed: 0
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--- !u!50 &7008207192594766309
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Rigidbody2D:
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serializedVersion: 4
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@ -9,17 +9,20 @@ namespace Player
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{
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public class PlayerController : MonoBehaviour, IMovement, PlayerInput.IPlayerControlActions
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{
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private const float DefaultJumpForce = 25.0f;
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private const float DefaultJumpForce = 26.0f;
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private const float DefaultMass = 80.0f;
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private const float MaxSpeed = 500.0f;
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private const float DefaultAirSpeed = 300.0f;
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private const float GravityScale = 5.0f;
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private const float MaxSpeed = 700.0f;
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private const float MaxAirSpeed = 500.0f;
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private const float GravityScale = 6.0f;
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private const float AccelerationScale = 40.0f;
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private const float DecelerationScale = 60.0f;
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private const float RespawnLimit = -60.0f;
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private const float FallMultiplier = 5.0f;
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private const float LowJumpMultiplier = 20.0f;
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//Took from tutorial : https://www.youtube.com/watch?v=7KiK0Aqtmzc
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private const float FallMultiplier = 3.0f;
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private const float LowJumpMultiplier = 40.0f;
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//End of credits
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private PlayerInput _controls;
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private Rigidbody2D _playerRigidbody2D;
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@ -27,6 +30,8 @@ namespace Player
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private CollisionChecker _playerGroundTrigger;
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private CollisionChecker _playerInteractableTrigger;
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private CollisionChecker _playerWallTriggerLeft;
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private CollisionChecker _playerWallTriggerRight;
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private Orientation _orientation;
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@ -34,7 +39,7 @@ namespace Player
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private bool _jumpKeyPressed;
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private float _xAxisValue;
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public float speed;
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private float _speed;
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private bool _isOnAir;
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private bool _canJump;
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@ -46,6 +51,8 @@ namespace Player
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_playerSpriteRenderer = GetComponent<SpriteRenderer>();
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_playerGroundTrigger = GameObject.Find("PlayerGroundTrigger").GetComponent<CollisionChecker>();
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_playerInteractableTrigger = GameObject.Find("PlayerInteractableTrigger").GetComponent<CollisionChecker>();
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_playerWallTriggerLeft = GameObject.Find("PlayerWallTriggerLeft").GetComponent<CollisionChecker>();
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_playerWallTriggerRight = GameObject.Find("PlayerWallTriggerRight").GetComponent<CollisionChecker>();
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}
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private void Start()
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@ -81,6 +88,7 @@ namespace Player
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private void FixedUpdate()
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{
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//Took from tutorial : https://www.youtube.com/watch?v=7KiK0Aqtmzc
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switch (_playerRigidbody2D.velocity.y)
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{
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case < 0:
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@ -92,13 +100,14 @@ namespace Player
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Vector2.up * (Physics2D.gravity.y * (LowJumpMultiplier - 1) * Time.fixedDeltaTime);
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break;
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}
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//End of credits
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if (_moveKeyPressed)
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Move(_xAxisValue);
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else
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_playerRigidbody2D.velocity = new Vector2(0.0f, _playerRigidbody2D.velocity.y);
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if (_jumpKeyPressed && _canJump && _playerGroundTrigger.IsCollided)
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if (_jumpKeyPressed && _playerGroundTrigger.IsCollided && _canJump)
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Jump();
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if (_afterMoving)
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@ -137,15 +146,26 @@ namespace Player
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public float BaseSpeed
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{
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get => speed;
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get => _speed;
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set
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{
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speed = speed switch
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switch (_isOnAir)
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{
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> MaxSpeed => MaxSpeed,
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< 0 => 0,
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_ => value
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};
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case false when value > MaxSpeed:
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_speed = MaxSpeed;
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break;
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case true when value > MaxAirSpeed:
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_speed = MaxAirSpeed;
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break;
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default:
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{
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if (value < 0)
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_speed = 0;
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else
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_speed = value;
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break;
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}
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}
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}
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}
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@ -156,18 +176,20 @@ namespace Player
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case < 0:
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_playerSpriteRenderer.flipX = true;
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_orientation = Orientation.Left;
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//prevent player from sticking to wall while moving to its direction in the air
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if (!_playerGroundTrigger.IsCollided && _playerWallTriggerLeft.IsCollided)
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return;
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break;
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case > 0:
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_playerSpriteRenderer.flipX = false;
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_orientation = Orientation.Right;
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break;
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default:
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_playerSpriteRenderer.flipX = _playerSpriteRenderer.flipX;
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//prevent player from sticking to wall while moving to its direction in the air
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if (!_playerGroundTrigger.IsCollided && _playerWallTriggerRight.IsCollided)
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return;
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break;
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}
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if (!_isOnAir)
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BaseSpeed += AccelerationScale;
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BaseSpeed += AccelerationScale;
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_playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime,
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_playerRigidbody2D.velocity.y);
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}
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@ -183,7 +205,7 @@ namespace Player
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private void Jump()
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{
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BaseSpeed = DefaultAirSpeed;
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BaseSpeed = MaxAirSpeed;
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_playerRigidbody2D.velocity = Vector2.up.normalized * DefaultJumpForce;
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_canJump = false;
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}
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@ -220,7 +242,8 @@ namespace Player
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_canJump = true;
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break;
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case false:
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_jumpKeyPressed = true;
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if (_playerGroundTrigger.IsCollided)
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_jumpKeyPressed = true;
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break;
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}
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}
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--- !u!114 &2
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@ -142,7 +142,7 @@ MonoBehaviour:
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--- !u!114 &4
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--- !u!114 &10
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