Source Code for Player.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
[Header("Horizontal Movement")]
public float moveSpeed = 10f;
public Vector2 direction;
private bool facingRight = true;
[Header("Vertical Movement")]
public float jumpSpeed = 15f;
public float jumpDelay = 0.25f;
private float jumpTimer;
[Header("Components")]
public Rigidbody2D rb;
public Animator animator;
public LayerMask groundLayer;
public GameObject characterHolder;
[Header("Physics")]
public float maxSpeed = 7f;
public float linearDrag = 4f;
public float gravity = 1f;
public float fallMultiplier = 5f;
[Header("Collision")]
public bool onGround = false;
public float groundLength = 0.6f;
public Vector3 colliderOffset;
// Update is called once per frame
void Update() {
bool wasOnGround = onGround;
onGround = Physics2D.Raycast(transform.position + colliderOffset, Vector2.down, groundLength, groundLayer) || Physics2D.Raycast(transform.position - colliderOffset, Vector2.down, groundLength, groundLayer);
if(!wasOnGround && onGround){
StartCoroutine(JumpSqueeze(1.25f, 0.8f, 0.05f));
}
if(Input.GetButtonDown("Jump")){
jumpTimer = Time.time + jumpDelay;
}
animator.SetBool("onGround", onGround);
direction = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
}
void FixedUpdate() {
moveCharacter(direction.x);
if(jumpTimer > Time.time && onGround){
Jump();
}
modifyPhysics();
}
void moveCharacter(float horizontal) {
rb.AddForce(Vector2.right * horizontal * moveSpeed);
if ((horizontal > 0 && !facingRight) || (horizontal < 0 && facingRight)) {
Flip();
}
if (Mathf.Abs(rb.velocity.x) > maxSpeed) {
rb.velocity = new Vector2(Mathf.Sign(rb.velocity.x) * maxSpeed, rb.velocity.y);
}
animator.SetFloat("horizontal", Mathf.Abs(rb.velocity.x));
animator.SetFloat("vertical",rb.velocity.y);
}
void Jump(){
rb.velocity = new Vector2(rb.velocity.x, 0);
rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
jumpTimer = 0;
StartCoroutine(JumpSqueeze(0.5f, 1.2f, 0.1f));
}
void modifyPhysics() {
bool changingDirections = (direction.x > 0 && rb.velocity.x < 0) || (direction.x < 0 && rb.velocity.x > 0);
if(onGround){
if (Mathf.Abs(direction.x) < 0.4f || changingDirections) {
rb.drag = linearDrag;
} else {
rb.drag = 0f;
}
rb.gravityScale = 0;
}else{
rb.gravityScale = gravity;
rb.drag = linearDrag * 0.15f;
if(rb.velocity.y < 0){
rb.gravityScale = gravity * fallMultiplier;
}else if(rb.velocity.y > 0 && !Input.GetButton("Jump")){
rb.gravityScale = gravity * (fallMultiplier / 2);
}
}
}
void Flip() {
facingRight = !facingRight;
transform.rotation = Quaternion.Euler(0, facingRight ? 0 : 180, 0);
}
IEnumerator JumpSqueeze(float xSqueeze, float ySqueeze, float seconds) {
Vector3 originalSize = Vector3.one;
Vector3 newSize = new Vector3(xSqueeze, ySqueeze, originalSize.z);
float t = 0f;
while (t <= 1.0) {
t += Time.deltaTime / seconds;
characterHolder.transform.localScale = Vector3.Lerp(originalSize, newSize, t);
yield return null;
}
t = 0f;
while (t <= 1.0) {
t += Time.deltaTime / seconds;
characterHolder.transform.localScale = Vector3.Lerp(newSize, originalSize, t);
yield return null;
}
}
private void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position + colliderOffset, transform.position + colliderOffset + Vector3.down * groundLength);
Gizmos.DrawLine(transform.position - colliderOffset, transform.position - colliderOffset + Vector3.down * groundLength);
}
}