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quentin123
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spencer
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path: Torso/Leg R U
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path: Torso
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@@ -87,15 +87,13 @@ GameObject:
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@@ -117,36 +115,6 @@ Transform:
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timeUnableToBeDeclaredNotJumping: 0.1
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groundCheckDistance: 0.1
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12863
Assets/Games/Platformer/Platformer.unity
Normal file
12863
Assets/Games/Platformer/Platformer.unity
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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DefaultImporter:
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externalObjects: {}
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userData:
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@@ -1,8 +1,10 @@
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerCameraMovement : MonoBehaviour
|
||||
public class PlatformerCameraMovement : MonoBehaviour
|
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{
|
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public List<GameObject> players;
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|
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private Vector3 start;
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private Vector3 target;
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public float weight;
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@@ -15,10 +17,6 @@ public class PlayerCameraMovement : MonoBehaviour
|
||||
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private void Update()
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{
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List<GameObject> players = PlayerManager.Instance.players;
|
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|
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if (players.Count == 0) return;
|
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Vector3 playerAverage = Vector3.zero;
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foreach (GameObject player in players)
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{
|
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@@ -1,26 +1,21 @@
|
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using System.Collections;
|
||||
using TMPro;
|
||||
using System.Collections.Generic;
|
||||
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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using UnityEngine.Tilemaps;
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(BoxCollider2D))]
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[RequireComponent(typeof(PlayerInput))]
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[RequireComponent(typeof(AnimationPlayer))]
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[RequireComponent(typeof(Punch))]
|
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public class PlayerMovement : MonoBehaviour
|
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{
|
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public string player;
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|
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[Header("Ground Layers")]
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public LayerMask ground;
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public TextMeshProUGUI playerText;
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[Header("Movement")]
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public float walkSpeed;
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public float walkSpeedFactor = 1f;
|
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public float maxSpeed = 5f;
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public float slowdownMultiplier = 10f;
|
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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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@@ -35,9 +30,8 @@ public class PlayerMovement : MonoBehaviour
|
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|
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private Rigidbody2D body;
|
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private BoxCollider2D collide;
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private PlayerInput input;
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private AnimationPlayer animationPlayer;
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private Punch punch;
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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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@@ -54,15 +48,10 @@ public class PlayerMovement : MonoBehaviour
|
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|
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void Start()
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{
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GetComponent<RespawnOnTriggerEnter>().spawnPoint = transform.position;
|
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spawnPosition = transform.position;
|
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|
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body = GetComponent<Rigidbody2D>();
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collide = GetComponent<BoxCollider2D>();
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input = GetComponent<PlayerInput>();
|
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animationPlayer = GetComponent<AnimationPlayer>();
|
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punch = GetComponent<Punch>();
|
||||
|
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playerText.text = input.playerIndex.ToString();
|
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}
|
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|
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private void Update()
|
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@@ -81,29 +70,6 @@ public class PlayerMovement : MonoBehaviour
|
||||
Land();
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}
|
||||
|
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private void LateUpdate()
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{
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Animate();
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}
|
||||
|
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private void Animate()
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{
|
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if (!IsPhysicallyGrounded())
|
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animationPlayer.SetState(AnimationPlayer.AnimationState.Jump);
|
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else
|
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{
|
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if (Mathf.Abs(body.linearVelocityX) >= 0.1f)
|
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animationPlayer.SetState(AnimationPlayer.AnimationState.Run);
|
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else
|
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animationPlayer.SetState(AnimationPlayer.AnimationState.Idle);
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}
|
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|
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if (body.linearVelocityX < -0.1f)
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animationPlayer.backwards = true;
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else if (body.linearVelocityX > 0.1f)
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animationPlayer.backwards = false;
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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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@@ -119,8 +85,6 @@ public class PlayerMovement : MonoBehaviour
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|
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private void Jump()
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{
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if (!punch.cancelable) return;
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if (virtualButtonJumpLastFrame == 1f)
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{
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jumpInputStillValid = true;
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@@ -160,16 +124,20 @@ public class PlayerMovement : MonoBehaviour
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|
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private void HorizontalMovement()
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{
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if (!punch.cancelable) return;
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//body.linearVelocity = new Vector2(virtualAxisX * walkSpeed, body.linearVelocity.y);
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body.AddForce(new Vector2(virtualAxisX * walkSpeed * walkSpeedFactor, 0), ForceMode2D.Force);
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if (Mathf.Abs(body.linearVelocityX) >= maxSpeed)
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{
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body.AddForce(new Vector2(-Mathf.Sign(body.linearVelocityX) * (Mathf.Abs(body.linearVelocityX) - maxSpeed) * slowdownMultiplier, 0));
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body.linearVelocity = new Vector2(Mathf.Sign(body.linearVelocityX) * maxSpeed, body.linearVelocity.y);
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}
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if (transform.position == positionLastFrame && (input.actions.FindAction("Move").ReadValue<Vector2>().x == 0))
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//if (!IsPhysicallyGrounded())
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//{
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body.linearVelocityX *= walkSmooth;
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//}
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if (transform.position == positionLastFrame && (InputSystem.actions.FindAction($"Player {player} Move").ReadValue<Vector2>().x == 0))
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{
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virtualAxisX = 0;
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}
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@@ -179,11 +147,48 @@ public class PlayerMovement : MonoBehaviour
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private void UpdateVirtualAxis()
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{
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virtualButtonJump = input.actions.FindAction("Action").ReadValue<float>();
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virtualButtonJumpLastFrame = input.actions.FindAction("Action").WasPressedThisFrame() ? 1 : 0;
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virtualButtonJump = InputSystem.actions.FindAction($"Player {player} Action").ReadValue<float>();
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virtualButtonJumpLastFrame = InputSystem.actions.FindAction($"Player {player} Action").WasPressedThisFrame() ? 1 : 0;
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virtualAxisX = input.actions.FindAction("Move").ReadValue<Vector2>().x;
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virtualAxisX = InputSystem.actions.FindAction($"Player {player} Move").ReadValue<Vector2>().x;
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return;
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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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|
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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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|
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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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}
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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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|
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public bool IsBasicallyGrounded()
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@@ -223,9 +228,4 @@ public class PlayerMovement : MonoBehaviour
|
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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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public void StopVelocity()
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{
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if (IsPhysicallyGrounded()) body.linearVelocity = Vector2.zero;
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}
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}
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72
Assets/Games/Platformer/Root.controller
Normal file
72
Assets/Games/Platformer/Root.controller
Normal file
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Load Diff
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27
Assets/Games/Pong/PongPaddleBehavior.cs
Normal file
27
Assets/Games/Pong/PongPaddleBehavior.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PongPaddleBehavior : MonoBehaviour
|
||||
{
|
||||
public float speed = 5f;
|
||||
public bool isPlayer1 = true;
|
||||
|
||||
private InputAction move;
|
||||
private Rigidbody2D rb;
|
||||
|
||||
private void Start()
|
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{
|
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move = isPlayer1 ? InputSystem.actions.FindAction("Player 1 Move") : InputSystem.actions.FindAction("Player 2 Move");
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
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{
|
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float direction = move.ReadValue<Vector2>().y;
|
||||
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|
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{
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}
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15
Assets/Games/Spencer/myscript.cs
Normal file
15
Assets/Games/Spencer/myscript.cs
Normal file
@@ -0,0 +1,15 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class myscript : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float speed;
|
||||
void Start()
|
||||
{
|
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|
||||
}
|
||||
|
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void Update()
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{
|
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transform.position += new Vector3(speed * Time.deltaTime, 0f, 0f);
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}
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}
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2
Assets/Games/Spencer/myscript.cs.meta
Normal file
2
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--- !u!4 &1235166322
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--- !u!1 &1772125910
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--- !u!1 &1347331291
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GameObject:
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m_CorrespondingSourceObject: {fileID: 0}
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@@ -264,9 +219,9 @@ GameObject:
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@@ -274,26 +229,26 @@ GameObject:
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--- !u!114 &1772125911
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--- !u!114 &1347331292
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 2336bd7bf261c43bdbe38bedaed6ecae, type: 3}
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m_EditorClassIdentifier:
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speed: 1
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--- !u!212 &1772125912
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speed: 0
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--- !u!212 &1347331293
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SpriteRenderer:
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@@ -342,16 +297,16 @@ SpriteRenderer:
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--- !u!4 &1772125913
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@@ -361,5 +316,5 @@ Transform:
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SceneRoots:
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@@ -1,18 +0,0 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class Trevor : MonoBehaviour
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{
|
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[SerializeField] private float speed;
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|
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void Start()
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{
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}
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void Update()
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{
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Vector2 direction = InputSystem.actions.FindAction("Player 1 Move").ReadValue<Vector2>();
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transform.position += speed * (Vector3)direction * Time.deltaTime;
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}
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}
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{
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{
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{
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{
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@@ -1,46 +0,0 @@
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using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PongPaddleBehavior : MonoBehaviour
|
||||
{
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public float speed = 5f;
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public bool isPlayer1 = true;
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|
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[SerializeField] private InputActionAsset move;
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private Rigidbody2D rb;
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private void Start()
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{
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rb = GetComponent<Rigidbody2D>();
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}
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private void FixedUpdate()
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{
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if (!isPlayer1)
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{
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Transform ball = FindFirstObjectByType<PongBallBehavior>().transform;
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RaycastHit2D[] hits = Physics2D.RaycastAll(ball.position, ball.GetComponent<Rigidbody2D>().linearVelocity, Mathf.Infinity, LayerMask.GetMask("Pong Goal"));
|
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Debug.DrawRay(ball.position, ball.GetComponent<Rigidbody2D>().linearVelocity * 1000f, Color.red);
|
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|
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foreach(RaycastHit2D hit in hits)
|
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{
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if (hit.collider.gameObject.CompareTag("Pong Goal"))
|
||||
{
|
||||
print("Hit");
|
||||
float dir = transform.position.y - hit.point.y > 0 ? 1 : -1;
|
||||
|
||||
rb.linearVelocityY = dir * speed * Time.fixedDeltaTime;
|
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}
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}
|
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|
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return;
|
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}
|
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float direction = move.FindAction("Move").ReadValue<Vector2>().y;
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if (transform.position.y >= 4 && direction > 0 || transform.position.y <= -4 && direction < 0)
|
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{
|
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direction = 0;
|
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}
|
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rb.linearVelocityY = direction * speed * Time.fixedDeltaTime;
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File diff suppressed because it is too large
Load Diff
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user