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Question by
carrotboardgame · Sep 01, 2021 at 01:59 PM ·
movementmovement scriptmovementswall jumpwalljump
Walljump 2D doesn't work why ?
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D body;
[SerializeField] private float speed;
[SerializeField] private float jumpPower;
[SerializeField]private LayerMask groundLayer;
private Animator anim;
[SerializeField] private LayerMask wallLayer;
private BoxCollider2D boxCollider;
private float wallJumpCooldown;
private float horizontalInput;
private void Awake()
{
body = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
boxCollider = GetComponent<BoxCollider2D>();
}
private void Update()
{
horizontalInput = Input.GetAxis("Horizontal");
//Flip character when facing left, right
if (horizontalInput > 0.01f)
{
transform.localScale = new Vector3((float)1.4, (float)1.4, (float)1.4);
}else if (horizontalInput < -0.01f)
{
transform.localScale = new Vector3((float)-1.4, (float)1.4, (float)1.4);
}
if (wallJumpCooldown > 0.2f)
{
body.velocity = new Vector2(horizontalInput * speed, body.velocity.y);
if (onWall() && !isGrounded())
{
body.gravityScale = 0;
body.velocity = Vector2.zero;
}
else
body.gravityScale = 1.5f;
if (Input.GetKey(KeyCode.Space))
Jumps();
}
else
wallJumpCooldown += Time.deltaTime;
anim.SetBool("run", horizontalInput != 0);
anim.SetBool("grounded", isGrounded());
}
private void Jumps()
{
if (isGrounded())
{
body.velocity = new Vector2(body.velocity.x, jumpPower);
anim.SetTrigger("jump");
}
else if (onWall() && isGrounded())
{
if(horizontalInput == 0)
{
body.velocity = new Vector2(-Mathf.Sign(transform.localScale.x) * 10, 0);
transform.localScale = new Vector3(-Mathf.Sign(transform.localScale.x), transform.localScale.y, transform.localScale.z);
}
else
body.velocity = new Vector2(-Mathf.Sign(transform.localScale.x) * 3, 6);
wallJumpCooldown = 0;
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
}
private bool isGrounded()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0, Vector2.down, 0.1f, groundLayer);
return raycastHit.collider != null;
}
private bool onWall()
{
RaycastHit2D raycastHit = Physics2D.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size, 0,new Vector2(transform.localScale.x, 0), 0.1f, wallLayer);
return raycastHit.collider != null;
}
}
Comment
maybe edit your question to give some more specific information on the error. If you just say "This doesn't work" then you don't give people who want to help much to go on. are you getting any error codes? what about the wall jump doesn't work? Did you follow a tutorial? If so, how old was it? If you are more clear on what your problem is, it will be easier for people to help you.
Best Answer
Answer by falconstrike209 · Sep 01, 2021 at 02:36 PM
Making these floats public and looking at them while the game is running may help figure out where the problem is happening.
private float wallJumpCooldown;
private float horizontalInput;
what will help you more:
public float wallJumpCooldown;
public float horizontalInput;
also, it may be better to do this
private void Awake()
{
body = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
boxCollider = GetComponent<BoxCollider2D>();
}
like this:
private void Start()
{
body = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
boxCollider = GetComponent<BoxCollider2D>();
}