character update

This commit is contained in:
cyber-dream 2022-06-13 02:56:05 +03:00
parent ac697bf3fa
commit 1f1f44e62c
9 changed files with 90 additions and 4 deletions

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@ -0,0 +1,29 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Character : MonoBehaviour
{
[SerializeField] private CharacterData characterData;
private Rigidbody2D rigidBody;
[SerializeField] private GameObject characterSprite;
private Animator animator;
private static readonly int IsRun = Animator.StringToHash("IsRun");
public void Start()
{
rigidBody = GetComponent<Rigidbody2D>();
animator = characterSprite.GetComponent<Animator>();
}
public void Update()
{
var horInput = Input.GetAxis("Horizontal");
var verInput = Input.GetAxis("Vertical");
rigidBody.velocity = new Vector2(horInput , verInput) * characterData.moveSpeedMultiplier;
characterSprite.transform.localScale = new Vector3(horInput > 0 ? 1 : -1, 1, 1);
animator.SetBool(IsRun, Mathf.Abs(horInput) > 0 || Mathf.Abs(verInput) > 0);
}
}

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moveSpeedMultiplier: 2
crouchSpeed: 50
crouchColliderHeight: 1
normalColliderHeight: 2
rotationSpeed: 60
crouchRotationSpeed: 30
jumpForce: 10
diveForce: 30
bulletInitialSpeed: 10
diveCooldownTimer: 0.25

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@ -29,6 +29,7 @@
*/
using UnityEngine;
using UnityEngine.Serialization;
[CreateAssetMenu(fileName = "CharacterData", menuName = "Game Data/Character Data")]
public class CharacterData : ScriptableObject
@ -36,7 +37,8 @@ public class CharacterData : ScriptableObject
public GameObject shootableObject;
public GameObject staticShootable;
public GameObject meleeWeapon;
public float movementSpeed = 150f;
[Range(1f,5f)]
public float moveSpeedMultiplier = 1f;
public float crouchSpeed = 50f;
public float crouchColliderHeight = 1f;
public float normalColliderHeight = 2f;

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@ -5,9 +5,9 @@
using UnityEngine;
using UnityEngine.UI;
public class Character : MonoBehaviour
public class Character_obsolete : MonoBehaviour
{
[SerializeField] private Gameplay _gameplay;
//[SerializeField] private Gameplay _gameplay;
[SerializeField] private float health;
[SerializeField] private float damage;
[SerializeField] private float moveSpeed;
@ -84,6 +84,7 @@ public void ApplyDamage(float damage)
{
health -= damage;
}
/*
public float GetHealth()
{
return health;
@ -99,5 +100,5 @@ public void SetHealth(float newHealth)
public void SetDamage(float newDamage)
{
damage = newDamage;
}
}*/
}