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Question by
hazboec · Aug 28, 2021 at 10:01 AM ·
not workingnoob
I want to have my character wall slide
I want my character to wall slide and my walls are currently set to ground layer because im unsure as to what to set them to. here's my entire character controller code so far
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class playercontroller : MonoBehaviour {
private int amountOfJumpsLeft;
private float movementInputDirection;
private bool isFacingRight = true;
private bool isWalking;
private bool isGrounded;
private bool canJump;
private bool isTouchingWall;
private bool isWallSliding;
private Rigidbody2D rb;
private Animator anim;
public int amountOfJumps = 1;
public float movementSpeed = 10.0f;
public float jumpForce = 16.0f;
public float groundCheckRadius;
public float wallCheckDistance;
public float wallSlideSpeed;
public float movementForceInAir;
public float airDragMultiplier = 0.95f;
public float variableJumpHeightMultiplier = 0.5f;
public Transform GROUNDCHECK;
public Transform wallCheck;
public LayerMask whatIsGround;
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
amountOfJumpsLeft = amountOfJumps;
}
// Update is called once per frame
void Update()
{
CheckInput();
CheckMovementDirection();
UpdateAnimations();
CheckIfCanJump();
CheckIfWallSliding();
}
private void FixedUpdate()
{
ApplyMovement();
CheckSurrondings();
}
private void CheckIfWallSliding()
{
if (isTouchingWall && !isGrounded && rb.velocity.y < 0)
{
isWallSliding = true;
}
else
{
isWallSliding = false;
}
}
private void CheckSurrondings()
{
isGrounded = Physics2D.OverlapCircle(GROUNDCHECK.position, groundCheckRadius, whatIsGround);
isTouchingWall = Physics2D.Raycast(wallCheck.position, transform.right, wallCheckDistance, whatIsGround);
}
private void CheckIfCanJump()
{
if(isGrounded && rb.velocity.y <= 0)
{
amountOfJumpsLeft = amountOfJumps;
}
if(amountOfJumpsLeft <= 0)
{
canJump = false;
}
else
{
canJump = true;
}
}
private void CheckMovementDirection()
{
if(isFacingRight && movementInputDirection < 0)
{
Flip();
}
else if(!isFacingRight && movementInputDirection > 0)
{
Flip();
}
if(rb.velocity.x != 0)
{
isWalking = true;
}
else
{
isWalking = false;
}
}
private void UpdateAnimations()
{
anim.SetBool("isWalking", isWalking);
anim.SetBool("isGrounded", isGrounded);
anim.SetFloat("yVelocity", rb.velocity.y);
}
private void CheckInput()
{
movementInputDirection = Input.GetAxisRaw("Horizontal");
if(Input.GetButtonDown("Jump"))
{
Jump();
}
if(Input.GetButtonUp("Jump"))
{
rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * variableJumpHeightMultiplier);
}
}
private void Jump()
{
if (canJump)
{
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
amountOfJumpsLeft--;
}
}
private void ApplyMovement()
{
if (isGrounded)
{
rb.velocity = new Vector2(movementSpeed * movementInputDirection, rb.velocity.y);
}
else if(!isGrounded && !isWallSliding && movementInputDirection != 0)
{
Vector2 forceToAdd = new Vector2(movementForceInAir * movementInputDirection, 0);
rb.AddForce(forceToAdd);
if(Mathf.Abs(rb.velocity.x) > movementSpeed)
{
rb.velocity = new Vector2(movementSpeed * movementInputDirection, rb.velocity.y);
}
}
else if(!isGrounded && !isWallSliding && movementInputDirection == 0)
{
rb.velocity = new Vector2(rb.velocity.x * airDragMultiplier, rb.velocity.y);
}
if(isWallSliding)
{
if(rb.velocity.y < -wallSlideSpeed)
{
rb.velocity = new Vector2(rb.velocity.x, -wallSlideSpeed);
}
}
}
private void Flip()
{
isFacingRight = !isFacingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
private void OnDrawGizmos()
{
Gizmos.DrawWireSphere(GROUNDCHECK.position, groundCheckRadius);
Gizmos.DrawLine(wallCheck .position, new Vector3(wallCheck.position.x + wallCheckDistance, wallCheck.position.y, wallCheck.position.z));
}
}
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