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How do I add a run mechanic to this script

Discussion in '2D' started by DrunkenMonkeyProductions, Apr 20, 2017.

  1. DrunkenMonkeyProductions

    DrunkenMonkeyProductions

    Joined:
    Mar 29, 2016
    Posts:
    6
    using System;
    using UnityEngine;

    namespace UnityStandardAssets._2D
    {
    public class PlatformerCharacter2D : MonoBehaviour
    {
    [SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
    [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
    [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
    [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
    [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character

    private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
    const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
    private bool m_Grounded; // Whether or not the player is grounded.
    private Transform m_CeilingCheck; // A position marking where to check for ceilings
    const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
    private Animator m_Anim; // Reference to the player's animator component.
    private Rigidbody2D m_Rigidbody2D;
    private bool m_FacingRight = true; // For determining which way the player is currently facing.

    private void Awake()
    {
    // Setting up references.
    m_GroundCheck = transform.Find("GroundCheck");
    m_CeilingCheck = transform.Find("CeilingCheck");
    m_Anim = GetComponent<Animator>();
    m_Rigidbody2D = GetComponent<Rigidbody2D>();
    }


    private void FixedUpdate()
    {
    m_Grounded = false;

    // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
    // This can be done using layers instead but Sample Assets will not overwrite your project settings.
    Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
    for (int i = 0; i < colliders.Length; i++)
    {
    if (colliders.gameObject != gameObject)
    m_Grounded = true;
    }
    m_Anim.SetBool("Ground", m_Grounded);

    // Set the vertical animation
    m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
    }


    public void Move(float move, bool crouch, bool jump)
    {
    // If crouching, check to see if the character can stand up
    if (!crouch && m_Anim.GetBool("Crouch"))
    {
    // If the character has a ceiling preventing them from standing up, keep them crouching
    if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
    {
    crouch = true;
    }
    }

    // Set whether or not the character is crouching in the animator
    m_Anim.SetBool("Crouch", crouch);

    //only control the player if grounded or airControl is turned on
    if (m_Grounded || m_AirControl)
    {
    // Reduce the speed if crouching by the crouchSpeed multiplier
    move = (crouch ? move*m_CrouchSpeed : move);

    // The Speed animator parameter is set to the absolute value of the horizontal input.
    m_Anim.SetFloat("Speed", Mathf.Abs(move));

    // Move the character
    m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);

    // If the input is moving the player right and the player is facing left...
    if (move > 0 && !m_FacingRight)
    {
    // ... flip the player.
    Flip();
    }
    // Otherwise if the input is moving the player left and the player is facing right...
    else if (move < 0 && m_FacingRight)
    {
    // ... flip the player.
    Flip();
    }
    }
    // If the player should jump...
    if (m_Grounded && jump && m_Anim.GetBool("Ground"))
    {
    // Add a vertical force to the player.
    m_Grounded = false;
    m_Anim.SetBool("Ground", false);
    m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
    }
    }


    private void Flip()
    {
    // Switch the way the player is labelled as facing.
    m_FacingRight = !m_FacingRight;

    // Multiply the player's x local scale by -1.
    Vector3 theScale = transform.localScale;
    theScale.x *= -1;
    transform.localScale = theScale;
    }
    }
    }
     
  2. Ravarenos

    Ravarenos

    Joined:
    Apr 26, 2017
    Posts:
    1
    Take a look at the Platformer2DUserControl script. In the FixedUpdate() of the Platformer2DUserControl script, they call PlatformerCharacter2D's Move() method, which sets the rigidbody2d's velocity to move*m_MaxSpeed. If you don't need the crouch functionality, just pass in false as the second parameter.
     
  3. Ericks89

    Ericks89

    Joined:
    Nov 3, 2012
    Posts:
    39
    I would just use a simple if statement and a key press if key pressed run = true; if run == true do // run code end else walk code