Dash Movement Platformer
Hello! I am relatively new to Unity, and am now creating my first game. The player already has a script to jump, move and play animations, but now I want the player to have something to fight with, and I thought a dash might fit quite well. I've tried many methods before, none of which have worked, so I decided to ask you guys. This is the script I am currently using for 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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