Commit 8dbb1a9a by Eko Simanjuntak

intial commit level 1

parent a804c46f
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -2,25 +2,15 @@
using System.Collections.Generic;
using UnityEngine;
public class BackgroundRepeater : MonoBehaviour {
public GameObject ground;
public class BackgroundChanger : MonoBehaviour {
// Use this for initialization
void Awake () {
for(int i=0; i<10; i++)
{
Instantiate(ground, ground.transform);
}
void Start () {
}
// Update is called once per frame
void Update () {
}
void RepeatGround()
{
}
}
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PhysicsObject : MonoBehaviour
{
public float minGroundNormalY = .65f;
protected Vector2 targetVelocity;
protected bool grounded;
protected Vector2 groundNormal;
public float gravityModifier = 1f;
protected Rigidbody2D rb2d;
protected Vector2 velocity;
protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16];
protected List<RaycastHit2D> hitBufferList = new List<RaycastHit2D>(16);
protected const float minMoveDistance = 0.001f;
protected const float shellRadius = 0.01f;
private void OnEnable()
{
rb2d = GetComponent<Rigidbody2D>();
}
private void Update()
{
targetVelocity = Vector2.zero;
ComputeVelocity();
Shoot();
}
protected virtual void ComputeVelocity()
{
}
protected virtual void Shoot()
{
}
private void FixedUpdate()
{
Vector2 move;
velocity += gravityModifier * Physics2D.gravity * Time.deltaTime;
velocity.x = targetVelocity.x;
grounded = false;
Vector2 deltaPosition = velocity * Time.deltaTime;
Vector2 moveAlongGround = new Vector2(groundNormal.y, -groundNormal.x);
move = moveAlongGround * deltaPosition.x;
Movement(move, false);
move = Vector2.up * deltaPosition.y;
Movement(move, true);
}
void Movement(Vector2 move, bool yMovement)
{
float distance = move.magnitude;
if (distance > minMoveDistance)
{
int count = rb2d.Cast(move, hitBuffer, distance + shellRadius);
hitBufferList.Clear();
for (int i = 0; i < count; i++)
{
hitBufferList.Add(hitBuffer[i]);
}
for (int i = 0; i < hitBufferList.Count; i++)
{
Vector2 currentNormal = hitBufferList[i].normal;
if (currentNormal.y > minGroundNormalY)
{
grounded = true;
if (yMovement)
{
groundNormal = currentNormal;
currentNormal.x = 0;
}
}
float modifiedDistance = hitBufferList[i].distance - shellRadius;
distance = modifiedDistance < distance ? modifiedDistance : distance;
}
}
rb2d.position = rb2d.position + move.normalized * distance;
}
}
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......@@ -2,44 +2,43 @@
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
public class PlayerController : PhysicsObject
{
private bool grounded;
protected Vector2 targetVelocity;
protected Vector2 velocity;
protected Rigidbody2D rb2d;
public float speed = 5;
public float takeOffSpeed = 5;
public float maxSpeed = 7;
public float jumpTakeOffSpeed = 7;
private SpriteRenderer spriteRenderer;
void Start () {
rb2d = GetComponent<Rigidbody2D>();
}
void Update () {
Move();
}
private void FixedUpdate()
private void Awake()
{
grounded = false;
spriteRenderer = GetComponent<SpriteRenderer>();
}
void Move()
protected override void ComputeVelocity()
{
Vector2 move = Vector2.zero;
velocity += rb2d.gravityScale * Physics2D.gravity * Time.deltaTime;
Vector2 deltaPosition = velocity * Time.deltaTime;
move.x = Input.GetAxis("Horizontal") * Time.deltaTime;
move.y = Input.GetAxis("Vertical") * Time.deltaTime ;
move.x = Input.GetAxis("Horizontal");
if (Input.GetButtonDown("Jump") && grounded)
{
move.y = takeOffSpeed;
velocity.y = jumpTakeOffSpeed;
}
else if (Input.GetButtonUp("Jump"))
{
if (velocity.y > 0)
{
velocity.y = velocity.y * 0.5f;
}
}
bool flipSprite = (spriteRenderer.flipX ? (move.x > 0.01f) : (move.x < 0.01f));
if (flipSprite)
{
spriteRenderer.flipX = !spriteRenderer.flipX;
}
rb2d.position = rb2d.position + move.normalized;
targetVelocity = move * maxSpeed;
}
}
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......@@ -78,8 +78,9 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\Scripts\BackgroundRepeater.cs" />
<Compile Include="Assets\Scripts\BackgroundChanger.cs" />
<Compile Include="Assets\Scripts\CameraController.cs" />
<Compile Include="Assets\Scripts\PhysicObject.cs" />
<Compile Include="Assets\Scripts\PlayerController.cs" />
<Compile Include="Assets\Scripts\SceneLoader.cs" />
</ItemGroup>
......
......@@ -3,7 +3,8 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- Background
layers:
- Default
- TransparentFX
......
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