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Large diffs are not rendered by default.

@@ -11,6 +11,7 @@ public class AnimationController : MonoBehaviour {
private static float _moveAnimSpeedModifier = 4;
private static float _moveAnimSpeedDampener = 2;
private static float _moveDampener = 5;
private static bool facingLeft = true;


private Animator anim;
@@ -23,28 +24,37 @@ public class AnimationController : MonoBehaviour {
private bool canFall = true;

// Use this for initialization
void Start () {
anim = GetComponentInParent<Animator> ();

public void Initialize()
{
anim = GetComponent<Animator> ();
player = GetComponentInParent<Rigidbody2D> ();
jumpTimer = _timeBetweenJumpAnims;
}


public virtual void Refresh(float dt){
// Update is called once per frame
void Update () {
float dTime = Time.deltaTime;
if (!isGrounded) {
fallTimer += dTime;
fallTimer += dt;
if (fallTimer > _airTimeUntilFall)
Fall ();
}
else
fallTimer = 0;
jumpTimer += dTime;
jumpTimer += dt;
Velo (player.velocity.x, player.velocity.y);
MoveSpeed (Mathf.Clamp(player.velocity.x / _moveAnimSpeedDampener, _moveAnimSpeedMin, _moveAnimSpeedModifier));
Move (player.velocity.x / _moveDampener);
Move (Mathf.Abs(player.velocity.x) / _moveDampener);
if ((facingLeft && player.velocity.x < 0) || (!facingLeft && player.velocity.x > 0))
Flip ();
}

public void Flip(){
Vector3 newScale = gameObject.transform.localScale;
gameObject.transform.localScale = new Vector3 (newScale.x * -1, newScale.y, newScale.z);
facingLeft = !facingLeft;
}

public void Grounded(bool input){
anim.SetBool ("isGrounded", input);
if (input) {
@@ -12,16 +12,16 @@ public void Initialize(PlayerController _pc)
pc = _pc;
}

public void UpdateInput()
public void UpdateInput(float dt)
{
//Mouse/touch click
if(Input.GetMouseButton(0)) //Continous press
{
_MouseClicked(Input.mousePosition);
_MouseClicked(Input.mousePosition,dt);
}
else if(Input.touchCount > 0 && (Input.GetTouch(0).phase == TouchPhase.Stationary || Input.GetTouch(0).phase == TouchPhase.Moved))
{
_MouseClicked(Input.GetTouch(0).position);
_MouseClicked(Input.GetTouch(0).position,dt);
}

//Keyboard input
@@ -33,28 +33,28 @@ public void UpdateInput()
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.Space))
keysPressed.y = -1;
if (keysPressed.x != 0 || keysPressed.y != 0)
pc.KeysPressed(keysPressed);
pc.KeysPressed(keysPressed,dt);
}

public void OnMouseOver()
{
MouseOver (Camera.main.ScreenToWorldPoint(Input.mousePosition));
}

private void _MouseClicked(Vector2 clickPos)
private void _MouseClicked(Vector2 clickPos,float _dt)
{
Vector2 clickedPos = Camera.main.ScreenToWorldPoint (clickPos);
MouseDown (clickedPos);
MouseDown (clickedPos,_dt);
}

protected virtual void MouseOver(Vector2 mouseWorldPos)
{

}

protected virtual void MouseDown(Vector2 mouseWorldPos)
protected virtual void MouseDown(Vector2 mouseWorldPos, float _dt)
{
pc.MouseDown(mouseWorldPos);
pc.MouseDown(mouseWorldPos,_dt);
}


@@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewBehaviourScript : MonoBehaviour {

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}
}
@@ -5,30 +5,27 @@
public class PlayerController : MonoBehaviour {

InputManager im;

public float YClickJumpThreshold = 1.5f; //Clicking this much units higher will cause the jump
AnimationController anim;
Rigidbody2D body;
public float YClickJumpThreshold = 1.5f; //Clicking this much units higher will cause the jump

bool isJumping;
bool isGrounded;

public void Start(){
//temp just so i can initialize in scene
Initialize();
}

public void Initialize()
{
anim = GetComponentInChildren<AnimationController> ();
body = GetComponent<Rigidbody2D> ();
im = gameObject.AddComponent<InputManager>();
im.Initialize(this);
anim = GetComponent<AnimationController> ();
body = GetComponent<Rigidbody2D> ();
anim.Initialize();
//Create both input managers & link here
}

public virtual void Refresh(float dt)
{
im.UpdateInput(); //update input
im.UpdateInput(dt); //update input
anim.Refresh(dt);
}

public float RaycastToSun() //Efficency of raycast to the sun
@@ -43,18 +40,26 @@ public virtual void Refresh(float dt)
return 1 - rayhits.Length;
}

public void MouseDown(Vector2 mouseWorldPos)
public void MouseDown(Vector2 mouseWorldPos, float _dt)
{
//This will recieve input of mouse
Debug.Log("Mouse pressed/held: " + mouseWorldPos);

Move (mouseWorldPos.x, _dt);
}

public void KeysPressed(Vector2 dir)
public void KeysPressed(Vector2 dir, float _dt)
{
Debug.Log("Key pressed: " + dir);
}

public void Jump(float direction, float _dt){
body.AddForce (new Vector2(0, direction / Mathf.Abs(direction) * _dt), ForceMode2D.Impulse);
}

public void Move(float direction, float _dt){
body.AddForce (new Vector2(direction / Mathf.Abs(direction) * _dt * 1000, 0), ForceMode2D.Force);
}

public void OnCollisionEnter2D(Collision2D coli)
{
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@@ -61,6 +61,9 @@ TagManager:
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uniqueID: 943831127
locked: 0
- name: Player & Bugs
uniqueID: 2400002349
locked: 0
- name: Popup
uniqueID: 2843504725
locked: 0