Search Results for

    Show / Hide Table of Contents

    Class PlayerMovement

    Inheritance
    object
    PlayerMovement
    Namespace: Player
    Assembly: cs.temp.dll.dll
    Syntax
    public class PlayerMovement : MonoBehaviour

    Fields

    coyoteTime

    Time window after leaving ground where jump is still allowed (coyote time).

    Declaration
    public float coyoteTime
    Field Value
    Type Description
    float

    ground

    Layers considered as ground for the player.

    Declaration
    public LayerMask ground
    Field Value
    Type Description
    LayerMask

    groundCheckDistance

    Distance to check below the player for ground detection.

    Declaration
    public float groundCheckDistance
    Field Value
    Type Description
    float

    jumpLenience

    Time window after pressing jump where jump is still buffered.

    Declaration
    public float jumpLenience
    Field Value
    Type Description
    float

    jumpSpeed

    Force applied when jumping.

    Declaration
    public float jumpSpeed
    Field Value
    Type Description
    float

    maxSpeed

    Maximum allowed horizontal speed for the player.

    Declaration
    public float maxSpeed
    Field Value
    Type Description
    float

    maxSpeedOverride

    Runtime override for the maximum speed.

    Declaration
    public float maxSpeedOverride
    Field Value
    Type Description
    float

    playerText

    Reference to the player's UI text displaying player index.

    Declaration
    public TextMeshProUGUI playerText
    Field Value
    Type Description
    TextMeshProUGUI

    secondsToFullSpeed

    Time in seconds to reach full speed from rest.

    Declaration
    public float secondsToFullSpeed
    Field Value
    Type Description
    float

    slowdownMultiplier

    Multiplier for slowing down the player when exceeding max speed.

    Declaration
    public float slowdownMultiplier
    Field Value
    Type Description
    float

    timeUnableToBeDeclaredNotJumping

    Minimum time before the player can be declared as not jumping.

    Declaration
    public float timeUnableToBeDeclaredNotJumping
    Field Value
    Type Description
    float

    turnaroundMultiplier

    Multiplier applied when turning around to adjust speed.

    Declaration
    public float turnaroundMultiplier
    Field Value
    Type Description
    float

    virtualAxisX

    Current value of the horizontal movement axis.

    Declaration
    public float virtualAxisX
    Field Value
    Type Description
    float

    virtualButtonJump

    Current value of the jump button (pressed or not).

    Declaration
    public float virtualButtonJump
    Field Value
    Type Description
    float

    virtualButtonJumpLastFrame

    Value of the jump button in the previous frame.

    Declaration
    public float virtualButtonJumpLastFrame
    Field Value
    Type Description
    float

    walkSmooth

    Smoothing factor for walking movement.

    Declaration
    public float walkSmooth
    Field Value
    Type Description
    float

    walkSpeed

    Base walk speed of the player.

    Declaration
    public float walkSpeed
    Field Value
    Type Description
    float

    walkSpeedFactor

    Multiplier applied to walk speed.

    Declaration
    public float walkSpeedFactor
    Field Value
    Type Description
    float

    Methods

    GetPointInBoxCollider(BoxCollider2D, float, float)

    Gets a point on the BoxCollider2D based on horizontal and vertical multipliers.

    Declaration
    public Vector2 GetPointInBoxCollider(BoxCollider2D boxCollider2D, float horizontal, float vertical)
    Parameters
    Type Name Description
    BoxCollider2D boxCollider2D

    The BoxCollider2D to use.

    float horizontal

    Horizontal offset (-1 for left, 1 for right, 0 for center).

    float vertical

    Vertical offset (-1 for bottom, 1 for top, 0 for center).

    Returns
    Type Description
    Vector2

    The calculated point in world space.

    IsBasicallyGrounded()

    Checks if the player is considered grounded, including coyote time.

    Declaration
    public bool IsBasicallyGrounded()
    Returns
    Type Description
    bool

    True if the player is basically grounded, otherwise false.

    IsPhysicallyGrounded()

    Checks if the player is physically touching the ground using raycasts.

    Declaration
    public bool IsPhysicallyGrounded()
    Returns
    Type Description
    bool

    True if the player is physically grounded, otherwise false.

    StopVelocity()

    Stops the player's velocity if grounded, removing inertia.

    Declaration
    public void StopVelocity()
    In This Article
    Back to top Example Unity documentation footer