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Question by
unity_2cw3k_XmTGcpsg · May 14, 2021 at 05:19 PM ·
player2d-platformermovement scriptplayer movement
Player Dash doesn't work properly
Hello!
I experimented with how my player could attack and came to the conclusion to give the player the option to do a Dash. Being a beginner, I started searching for tutorials on YouTube. Some methods didn't work at all, and some added a Dash, but it was only as fast as the player would normally go. Since I now have no idea what to do, I wanted to ask if you could help me.
This is the code I am using to controll my player.
public class Player : MonoBehaviour {
public static event Action CoinPickedUp = delegate { };
public float speed;
public float jumpForce;
private float moveInput;
private Rigidbody2D rb;
bool facingRight = true;
private bool isGrounded;
public Transform groundCheck;
public float checkRadius;
public LayerMask whatIsGround;
private int extraJumps;
public int extraJumpsValue;
private Animator anim;
void Start(){
anim = GetComponent<Animator>();
extraJumps = extraJumpsValue;
rb = GetComponent<Rigidbody2D>();
}
void FixedUpdate()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
moveInput = Input.GetAxisRaw("Horizontal");
Debug.Log(moveInput);
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
if (moveInput == 0) {
anim.SetBool("isRunning", false);
}
else {
anim.SetBool("isRunning", true);
}
}
void Update()
{
if(isGrounded == true)
{
extraJumps = extraJumpsValue;
anim.SetBool("isJumping", false);
}
else
{
anim.SetBool("isJumping", true);
}
if(Input.GetKeyDown(KeyCode.Space) && extraJumps > 0)
{
anim.SetTrigger("takeOf");
rb.velocity = Vector2.up * jumpForce;
extraJumps--;
}
else if(Input.GetKeyDown(KeyCode.Space) && extraJumps == 0 && isGrounded == true)
{
rb.velocity = Vector2.up * jumpForce;
}
if (moveInput<0 && facingRight)
{
flip();
}
else if (moveInput>0 && !facingRight)
{
flip();
}
if(GameControlScript.health == 0)
{
die();
}
}
void flip()
{
facingRight = !facingRight;
transform.Rotate(0f, 180f, 0f);
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag.Equals("Coin"))
{
CoinPickedUp();
Destroy(collision.gameObject);
}
}
void die()
{
anim.SetTrigger("Die");
}
}
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