67 lines
2.3 KiB
Markdown
67 lines
2.3 KiB
Markdown
# Movement
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## Getting Started 2D (Quick)
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1. Clone the module to a folder in your Assets folder
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2. Add `MovementController` component to your Player `GameObject`
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3. Add `GroundMovement1D` component to your Player `GameObject`
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4. Connect your inputs to the `MovementController` ([Example with Input System](#input-system-example))
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## Getting Started 2D (Longer)
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1. Clone the module to a folder in your Assets folder
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2. Add `ToggleStateMonoBehaviour` component to your Player `GameObject`
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3. Add `MovementController` component to your Player `GameObject`
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4. Add `AirMovement1D` component to your Player `GameObject`
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5. Add `GroundMovement1D` component to your Player `GameObject` (make sure it's bellow `AirMovement1D`)
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6. Add a new empty child `GameObject` and add `Box2DColliderTrigger` component to it and place and resize it under the player for ground detection, optionally you can set the `CollisionMask` field on it to make sure it only detects specific layers
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7. Connect your inputs to the `MovementController` ([Example with Input System](#input-system-example))
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8. (Optional) Add a jumping script to see the effects better
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---
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This should give you a movement where you can disable the controller through the `IToggleState`, and you should be able to see a the movement changes when the character is not touching the ground.
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You can add your own movement implementations with bases under the `Bases` folder, or straight up from the `IMovement` interface.
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Or if you want you can write your own `MovementController` with using the `IMovementController` interface, too, but it should be enough for most cases.
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---
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### Input System Example
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```cs
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using Syntriax.Modules.Movement;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class MovementInputs : MonoBehaviour, Inputs.IMovementActions
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{
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private Inputs inputs = null;
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private IMovementController movementController = null;
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public void OnMovement(InputAction.CallbackContext context) =>
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movementController.Move(context.ReadValue<Vector2>());
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private void OnEnable()
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{
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if (inputs == null)
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{
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inputs = new Inputs();
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inputs.Movement.SetCallbacks(this);
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}
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movementController =
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movementController ?? FindObjectOfType<MovementController>();
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inputs.Enable();
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}
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private void OnDisable()
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{
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inputs.Disable();
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}
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}
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```
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