Created Platformer example game
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216
Assets/Games/Platformer/PlatformerPlayerMovement.cs
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216
Assets/Games/Platformer/PlatformerPlayerMovement.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.InputSystem;
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public class PlayerMovement : MonoBehaviour
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{
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public string player;
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[Header("Ground Layers")]
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public LayerMask ground;
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[Header("Movement")]
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public float walkSpeed;
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public float virtualAxisX;
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public float virtualButtonJump;
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public float virtualButtonJumpLastFrame;
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public float turnaroundMultiplier = 2;
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public float walkSmooth;
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public float secondsToFullSpeed;
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public float jumpSpeed;
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public float coyoteTime;
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public float jumpLenience;
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public float timeUnableToBeDeclaredNotJumping = 0.1f;
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public float groundCheckDistance;
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private Rigidbody2D body;
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private BoxCollider2D collide;
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private Vector2 spawnPosition;
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private bool jumpInputStillValid = false;
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private float lastTimeJumpPressed;
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private bool canBeDeclaredNotJumping = true;
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private bool jumpPhysics;
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private bool jumping;
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private float lastTimeOnGround;
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private Vector3 positionLastFrame;
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void Start()
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{
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spawnPosition = transform.position;
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body = GetComponent<Rigidbody2D>();
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collide = GetComponent<BoxCollider2D>();
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}
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private void Update()
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{
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Jump();
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UpdateVirtualAxis();
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}
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private void FixedUpdate()
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{
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JumpPhysics();
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HorizontalMovement();
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Land();
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}
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private void Land()
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{
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if (body.linearVelocity.y >= 0f) return;
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if (IsPhysicallyGrounded())
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{
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if (canBeDeclaredNotJumping)
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{
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jumping = false;
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}
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}
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}
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private void Jump()
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{
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if (virtualButtonJumpLastFrame == 1f)
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{
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jumpInputStillValid = true;
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lastTimeJumpPressed = Time.time;
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}
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bool isBasicallyGrounded = IsBasicallyGrounded();
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if ((virtualButtonJumpLastFrame == 1f && isBasicallyGrounded && jumping == false) // Coyote Jump: Must have jump pressed this frame and be grounded in last time frame and not be actually jumping.
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|| (jumpInputStillValid && Time.time - lastTimeJumpPressed <= jumpLenience && IsPhysicallyGrounded())) // Buffered Jump: Must have pressed jump in the last time frame and be jumping
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{
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jumpPhysics = true;
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jumping = true;
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jumpInputStillValid = false;
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StartCoroutine(NotJumpingDelay());
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}
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}
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private void JumpPhysics()
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{
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if (jumpPhysics)
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{
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if (body.linearVelocity.y < 0 || !IsPhysicallyGrounded()) body.linearVelocity = new Vector2(body.linearVelocity.x, 0);
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body.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
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jumpPhysics = false;
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}
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if (!IsPhysicallyGrounded() && !(virtualButtonJump == 1f))
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body.AddForce(Vector2.down * jumpSpeed);
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}
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private IEnumerator NotJumpingDelay()
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{
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canBeDeclaredNotJumping = false;
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yield return new WaitUntil(() => !IsBasicallyGrounded());
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canBeDeclaredNotJumping = true;
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}
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private void HorizontalMovement()
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{
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body.linearVelocity = new Vector2(virtualAxisX * walkSpeed, body.linearVelocity.y);
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if (transform.position == positionLastFrame && (InputSystem.actions.FindAction($"Player {player} Move").ReadValue<Vector2>().x == 0))
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{
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virtualAxisX = 0;
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}
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positionLastFrame = transform.position;
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}
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private void UpdateVirtualAxis()
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{
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// From https://discussions.unity.com/t/manually-smooth-input-getaxisraw/225141/4
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float basicallyRawAxis = InputSystem.actions.FindAction($"Player {player} Move").ReadValue<Vector2>().x;
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float sensitivity = 3;
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float gravity = 3;
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float time = Time.deltaTime;
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if (basicallyRawAxis != 0)
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{
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virtualAxisX = Mathf.Clamp(virtualAxisX + basicallyRawAxis * sensitivity * time * turnaroundMultiplier, -1f, 1f);
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}
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else
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{
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virtualAxisX = Mathf.Clamp01(Mathf.Abs(virtualAxisX) - gravity * time) * Mathf.Sign(virtualAxisX);
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}
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if ((basicallyRawAxis > 0f && virtualAxisX < 0f) || (basicallyRawAxis < 0f && virtualAxisX > 0f))
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{
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turnaroundMultiplier = 2;
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}
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else
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{
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turnaroundMultiplier = 1;
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}
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virtualButtonJump = InputSystem.actions.FindAction($"Player {player} Action").ReadValue<float>();
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virtualButtonJumpLastFrame = InputSystem.actions.FindAction($"Player {player} Action").WasPressedThisFrame() ? 1 : 0;
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.gameObject.CompareTag("Platformer Hazard"))
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{
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Respawn();
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}
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}
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private void Respawn()
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{
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transform.position = spawnPosition;
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body.linearVelocity = Vector2.zero;
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}
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public bool IsBasicallyGrounded()
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{
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if (IsPhysicallyGrounded())
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{
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lastTimeOnGround = Time.time;
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}
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if (Time.time - lastTimeOnGround < coyoteTime)
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{
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return true;
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}
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return false;
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}
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public bool IsPhysicallyGrounded()
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{
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RaycastHit2D leftCheck = Physics2D.Raycast(GetPointInBoxCollider(collide, -1, -1), Vector2.down, groundCheckDistance, ground);
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RaycastHit2D rightCheck = Physics2D.Raycast(GetPointInBoxCollider(collide, 1, -1), Vector2.down, groundCheckDistance, ground);
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RaycastHit2D midCheck = Physics2D.Raycast(GetPointInBoxCollider(collide, 0, -1), Vector2.down, groundCheckDistance, ground);
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if (leftCheck || rightCheck || midCheck)
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{
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return true;
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}
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return false;
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}
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public Vector2 GetPointInBoxCollider(BoxCollider2D boxCollider2D, float horizontal, float vertical)
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{
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return new Vector2
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(
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boxCollider2D.bounds.center.x + (horizontal * boxCollider2D.bounds.extents.x),
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boxCollider2D.bounds.center.y + (vertical * boxCollider2D.bounds.extents.y)
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);
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}
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}
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