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Slowing ground effect
I'm trying to make a 2d game but since I'm almost new to C# (Been working occasionally for 2 months) I decided to do some research about different things I can do. I recently show in a tutorial that I can have a specific action executed everytime my Character touches an object. So I came up with an idea to make a platform wich when you step on it and as long as you stay in it, characters speed(Speed) is going to be reduced and the first jump (JumpForce) that my character performs will be much lower.(something like sticky ground). So, is there anyway I can access a variable from a different script and make it lower? the Idea that I thought was this but it is far from correct:
Private void OnTriggerStay(Collider other) { if(other.CompareTag("Character")) { //and the code that I will write in order to get the speed variable and reduce it by 2 maybe 3. } } Also my player control movement is this:
public class PlayerController : MonoBehaviour { public float speed; public float jumpForce; private float moveInput;
private Rigidbody2D rb;
private bool facingRight = true;
private bool isGrounded;
public Transform groundCheck;
public float checkRadius;
public LayerMask WhatIsGround;
private int extraJumps;
public int extraJupmsValue;
void Start()
{
extraJumps = extraJupmsValue;
rb = GetComponent<Rigidbody2D>();
}
void FixedUpdate()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, WhatIsGround);
moveInput = Input.GetAxis("Horizontal");
Debug.Log(moveInput);
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
if (facingRight == false && moveInput > 0)
{
Flip();
}
else if (facingRight == true && moveInput < 0)
Flip();
}
void Update()
{
if(isGrounded == true)
{
extraJumps = extraJupmsValue;
}
if (Input.GetKeyDown(KeyCode.UpArrow) && extraJumps > 0){
rb.velocity = Vector2.up*jumpForce;
extraJumps--;
}else if(Input.GetKeyDown(KeyCode.UpArrow)&& extraJumps == 0 && isGrounded == true)
{
rb.velocity = Vector2.up * jumpForce;
}
}
void Flip()
{
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
}
Answer by mujpir · Mar 16, 2019 at 11:12 PM
You can use onColissionEnter method in your script to check what you are touching . Then use other collider gameObject tag or its physicMaterial to get information about object you are touching . If that object is sticky ground , Then reduce your character speed.Something like this :
void OnCollisionEnter(Collision collision)
{
if(collision.contacts[0]. otherCollider.CompareTag("StickyGround"))
{
Speed = OriginalSpeed*0.8F;
}
else
{
Speed = OriginalSpeed;
}
}
Answer by Dimitris4 · Mar 17, 2019 at 11:17 AM
@mujpir I added a useless public gameobject under my characters feet. Im not using it yet but I dont think it works. please If Im doing something wrong correct me.(I've added the Object to the script from unity and I tried changing a little bit the code that you gave me, like: void on CollisionEnter(Collision TagChecker) {if(TagChecker.contacts[0]. otherCollider.CompareTag("StickyGround")) } I know it is stupid but I tried changing some things. If you have the time please tell me what Im doing wrong public class PlayerController : MonoBehaviour { public float speed; public float jumpForce; private float moveInput; public Animator animator; public GameObject TagChecker;
private Rigidbody2D rb;
private bool facingRight = true;
private bool isGrounded;
public Transform groundCheck;
public float checkRadius;
public LayerMask WhatIsGround;
private int extraJumps;
public int extraJupmsValue;
void Start()
{
extraJumps = extraJupmsValue;
rb = GetComponent<Rigidbody2D>();
}
void FixedUpdate()
{
animator.SetFloat("Speed", Mathf.Abs(moveInput));
isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, WhatIsGround);
moveInput = Input.GetAxis("Horizontal");
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
if (facingRight == false && moveInput > 0)
{
Flip();
}
else if (facingRight == true && moveInput < 0)
Flip();
}
void Update()
{
if(isGrounded == true)
{
extraJumps = extraJupmsValue;
}
if (Input.GetKeyDown(KeyCode.UpArrow) && extraJumps > 0){
rb.velocity = Vector2.up*jumpForce;
extraJumps--;
animator.SetBool("isJumping", true);
}else if(Input.GetKeyDown(KeyCode.UpArrow)&& extraJumps == 0 && isGrounded == true)
{
rb.velocity = Vector2.up * jumpForce;
}
}
public void onLanding()
{
animator.SetBool("isJumping", false);
}
void Flip()
{
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
void OnCollisionEnter(Collision collision)
{
if (collision.contacts[0].otherCollider.CompareTag("StickyGround"))
{
speed = speed -3;
}
else
{
speed = speed;
}
}
}
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