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| @@ -0,0 +1,53 @@ | ||
| using System; | ||
| using UnityEngine; | ||
|
|
||
| namespace UnityStandardAssets._2D | ||
| { | ||
| public class Camera2DFollow : MonoBehaviour | ||
| { | ||
| public Transform target; | ||
| public float damping = 1; | ||
| public float lookAheadFactor = 3; | ||
| public float lookAheadReturnSpeed = 0.5f; | ||
| public float lookAheadMoveThreshold = 0.1f; | ||
|
|
||
| private float m_OffsetZ; | ||
| private Vector3 m_LastTargetPosition; | ||
| private Vector3 m_CurrentVelocity; | ||
| private Vector3 m_LookAheadPos; | ||
|
|
||
| // Use this for initialization | ||
| private void Start() | ||
| { | ||
| m_LastTargetPosition = target.position; | ||
| m_OffsetZ = (transform.position - target.position).z; | ||
| transform.parent = null; | ||
| } | ||
|
|
||
|
|
||
| // Update is called once per frame | ||
| private void Update() | ||
| { | ||
| // only update lookahead pos if accelerating or changed direction | ||
| float xMoveDelta = (target.position - m_LastTargetPosition).x; | ||
|
|
||
| bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold; | ||
|
|
||
| if (updateLookAheadTarget) | ||
| { | ||
| m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta); | ||
| } | ||
| else | ||
| { | ||
| m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed); | ||
| } | ||
|
|
||
| Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ; | ||
| Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping); | ||
|
|
||
| transform.position = newPos; | ||
|
|
||
| m_LastTargetPosition = target.position; | ||
| } | ||
| } | ||
| } |
| @@ -0,0 +1,74 @@ | ||
| using System; | ||
| using UnityEngine; | ||
|
|
||
|
|
||
| namespace UnityStandardAssets._2D | ||
| { | ||
| public class CameraFollow : MonoBehaviour | ||
| { | ||
| public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows. | ||
| public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows. | ||
| public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis. | ||
| public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis. | ||
| public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have. | ||
| public Vector2 minXAndY; // The minimum x and y coordinates the camera can have. | ||
|
|
||
| private Transform m_Player; // Reference to the player's transform. | ||
|
|
||
|
|
||
| private void Awake() | ||
| { | ||
| // Setting up the reference. | ||
| m_Player = GameObject.FindGameObjectWithTag("Player").transform; | ||
| } | ||
|
|
||
|
|
||
| private bool CheckXMargin() | ||
| { | ||
| // Returns true if the distance between the camera and the player in the x axis is greater than the x margin. | ||
| return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin; | ||
| } | ||
|
|
||
|
|
||
| private bool CheckYMargin() | ||
| { | ||
| // Returns true if the distance between the camera and the player in the y axis is greater than the y margin. | ||
| return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin; | ||
| } | ||
|
|
||
|
|
||
| private void Update() | ||
| { | ||
| TrackPlayer(); | ||
| } | ||
|
|
||
|
|
||
| private void TrackPlayer() | ||
| { | ||
| // By default the target x and y coordinates of the camera are it's current x and y coordinates. | ||
| float targetX = transform.position.x; | ||
| float targetY = transform.position.y; | ||
|
|
||
| // If the player has moved beyond the x margin... | ||
| if (CheckXMargin()) | ||
| { | ||
| // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position. | ||
| targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime); | ||
| } | ||
|
|
||
| // If the player has moved beyond the y margin... | ||
| if (CheckYMargin()) | ||
| { | ||
| // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position. | ||
| targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime); | ||
| } | ||
|
|
||
| // The target x and y coordinates should not be larger than the maximum or smaller than the minimum. | ||
| targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x); | ||
| targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y); | ||
|
|
||
| // Set the camera's position to the target position with the same z component. | ||
| transform.position = new Vector3(targetX, targetY, transform.position.z); | ||
| } | ||
| } | ||
| } |
| @@ -0,0 +1,40 @@ | ||
| using System; | ||
| using UnityEngine; | ||
| using UnityStandardAssets.CrossPlatformInput; | ||
|
|
||
| namespace UnityStandardAssets._2D | ||
| { | ||
| [RequireComponent(typeof (PlatformerCharacter2D))] | ||
| public class Platformer2DUserControl : MonoBehaviour | ||
| { | ||
| private PlatformerCharacter2D m_Character; | ||
| private bool m_Jump; | ||
|
|
||
|
|
||
| private void Awake() | ||
| { | ||
| m_Character = GetComponent<PlatformerCharacter2D>(); | ||
| } | ||
|
|
||
|
|
||
| private void Update() | ||
| { | ||
| if (!m_Jump) | ||
| { | ||
| // Read the jump input in Update so button presses aren't missed. | ||
| m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); | ||
| } | ||
| } | ||
|
|
||
|
|
||
| private void FixedUpdate() | ||
| { | ||
| // Read the inputs. | ||
| bool crouch = Input.GetKey(KeyCode.LeftControl); | ||
| float h = CrossPlatformInputManager.GetAxis("Horizontal"); | ||
| // Pass all parameters to the character control script. | ||
| m_Character.Move(h, crouch, m_Jump); | ||
| m_Jump = false; | ||
| } | ||
| } | ||
| } |
| @@ -0,0 +1,114 @@ | ||
| 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[i].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; | ||
| } | ||
| } | ||
| } |
| @@ -0,0 +1,17 @@ | ||
| using System; | ||
| using UnityEngine; | ||
| using UnityEngine.SceneManagement; | ||
|
|
||
| namespace UnityStandardAssets._2D | ||
| { | ||
| public class Restarter : MonoBehaviour | ||
| { | ||
| private void OnTriggerEnter2D(Collider2D other) | ||
| { | ||
| if (other.tag == "Player") | ||
| { | ||
| SceneManager.LoadScene(SceneManager.GetSceneAt(0).name); | ||
| } | ||
| } | ||
| } | ||
| } |