Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by marcus_emery · Apr 23, 2016 at 02:24 AM · movement2d-platformerrigidbody2dplatformer

Mouse determines direction player moves, W makes them go that direction.

Hey guys, I'm attempting to make a platformer in which the mouse, depending on whether it is on the left of the screen or right of the screen, determines which direction the character faces and when the player presses W, the character will move that direction. Here's my code for the PlatformerCharacter2D.cs file I have

using UnityEngine;

 namespace UnitySampleAssets._2D
 {
 
     public class PlatformerCharacter2D : MonoBehaviour
     {
         private bool facingRight = true; // For determining which way the player is currently facing.
 
         [SerializeField] private float maxSpeed = 10f; // The fastest the player can travel in the x axis.
         [SerializeField] private float jumpForce = 400f; // Amount of force added when the player jumps.    
 
         [Range(0, 1)] [SerializeField] private float crouchSpeed = .36f;
                                                      // Amount of maxSpeed applied to crouching movement. 1 = 100%
 
         [SerializeField] private bool airControl = false; // Whether or not a player can steer while jumping;
         [SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character
 
         private Transform groundCheck; // A position marking where to check if the player is grounded.
         private float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
         private bool grounded = false; // Whether or not the player is grounded.
         private Transform ceilingCheck; // A position marking where to check for ceilings
         private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
         private Animator anim; // Reference to the player's animator component.
 
         Transform playerGraphics;
 
         private void Awake()
         {
             // Setting up references.
             groundCheck = transform.Find("GroundCheck");
             ceilingCheck = transform.Find("CeilingCheck");
             anim = GetComponent<Animator>();
             playerGraphics = transform.FindChild("Player01");
         }
 
 
         private void FixedUpdate()
         {
             // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
             grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
             anim.SetBool("Ground", grounded);
 
             // Set the vertical animation
             anim.SetFloat("vSpeed", GetComponent<Rigidbody2D>().velocity.y);
 
             Vector3 mousePos = Input.mousePosition;
             mousePos.z = 5.23f;
             Vector3 objectPos = Camera.main.WorldToScreenPoint(transform.position);
             mousePos.x = mousePos.x - objectPos.x;
             mousePos.y = mousePos.y - objectPos.y;
             float absolAngle = Mathf.Abs(Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg);
             
             Vector3 theScale = transform.localScale;
             if (absolAngle > 90 && theScale.x >= 0)
             {
                 
                 theScale.x *= -1;
                 transform.localScale = theScale;
             }
             else if(absolAngle < 90 && theScale.x <= 0)
             {
                 theScale.x *= -1;
                 transform.localScale = theScale;
             }
 
             
         }
 
 
         public void Move(float move, bool crouch, bool jump)
         {
 
 
             // If crouching, check to see if the character can stand up
             if (!crouch && anim.GetBool("Crouch"))
             {
                 // If the character has a ceiling preventing them from standing up, keep them crouching
                 if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
                     crouch = true;
             }
 
             // Set whether or not the character is crouching in the animator
             anim.SetBool("Crouch", crouch);
 
             //only control the player if grounded or airControl is turned on
             if (grounded || airControl)
             {
                 // Reduce the speed if crouching by the crouchSpeed multiplier
                 move = (crouch ? move*crouchSpeed : move);
 
                 // The Speed animator parameter is set to the absolute value of the horizontal input.
                 anim.SetFloat("Speed", Mathf.Abs(move));
 
                 // Move the character
                 GetComponent<Rigidbody2D>().velocity = new Vector2(move*maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
 
                 // If the input is moving the player right and the player is facing left...
                 if (move > 0 && !facingRight)
                     // ... flip the player.
                     Flip();
                 // Otherwise if the input is moving the player left and the player is facing right...
                 else if (move < 0 && facingRight)
                     // ... flip the player.
                     Flip();
             }
             // If the player should jump...
             if (grounded && jump && anim.GetBool("Ground"))
             {
                 // Add a vertical force to the player.
                 grounded = false;
                 anim.SetBool("Ground", false);
                 GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, jumpForce));
             }
         }
 
 
         private void Flip()
         {
             // Switch the way the player is labelled as facing.
             facingRight = !facingRight;
 
             // Multiply the player's x local scale by -1.
             Vector3 theScale = playerGraphics.localScale;
             theScale.x *= -1;
             transform.localScale = theScale;
         }
     }
 }

And here is the other file it references

 using UnityEngine;
 using UnitySampleAssets.CrossPlatformInput;
 
 namespace UnitySampleAssets._2D
 {
 
     [RequireComponent(typeof (PlatformerCharacter2D))]
     public class Platformer2DUserControl : MonoBehaviour
     {
         private PlatformerCharacter2D character;
         bool jump = Input.GetKey(KeyCode.Space);
         bool running = Input.GetKey(KeyCode.W);
 
 
 
         private void Awake()
         {
             character = GetComponent<PlatformerCharacter2D>();
         }
 
         private void Update()
         {
             if (!jump)
             // Read the jump input in Update so button presses aren't missed.
             jump = CrossPlatformInputManager.GetButtonDown("Jump");
         }
 
         private void FixedUpdate()
         {
             // Read the inputs.
             bool crouch = Input.GetKey(KeyCode.LeftShift);
             float h = CrossPlatformInputManager.GetAxis("Horizontal");
             // Pass all parameters to the character control script.
             character.Move(h, crouch, jump);
             jump = false;
         }
     }
 }

Any help is appreciated!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

62 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Platform effector 2d doesn't work with rigidbody 0 Answers

Kinematic 2D Rigidbody movement: Rigidbody2D.MovePosition vs Rigidbody2D.position problem 1 Answer

2D Platformer Character Acts Weird When Collide Side of a Platform 0 Answers

Walk around square platform 0 Answers

Different rigidbody2D not working together? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges