90 lines
1.9 KiB
C#
90 lines
1.9 KiB
C#
using UnityEngine;
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using System.Collections;
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public class DropletMovement : MonoBehaviour
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{
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private Rigidbody2D rb;
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public float jumpingPower = 5f;
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public float moveSpeed = 5f;
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private Vector2 movement;
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private bool isGrounded = true;
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private bool canDash = true;
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private bool isDashing;
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public float dashingPower = 24f;
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public float dashingTime = 0.2f;
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public float dashingCooldown = 1f;
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[SerializeField] private TrailRenderer tr;
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void Start()
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{
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rb = GetComponent<Rigidbody2D>();
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}
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void Update()
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{
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if (isDashing)
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{
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return;
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}
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movement.x = Input.GetAxisRaw("Horizontal");
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if (isGrounded &&
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(Input.GetKeyDown(KeyCode.Space) ||
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Input.GetKeyDown(KeyCode.UpArrow) ||
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Input.GetKeyDown(KeyCode.W)))
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{
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rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpingPower);
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}
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if (Input.GetKeyDown(KeyCode.LeftShift) && canDash)
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{
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StartCoroutine(Dash());
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}
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}
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private void FixedUpdate()
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{
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if (isDashing)
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{
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return;
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}
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rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
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}
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private IEnumerator Dash()
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{
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canDash = false;
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isDashing = true;
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float originalGravity = rb.gravityScale;
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rb.gravityScale = 0f;
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rb.linearVelocity = new Vector2(transform.localScale.x * dashingPower, 0f);
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if (tr != null)
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{
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tr.emitting = true;
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}
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yield return new WaitForSeconds(dashingTime);
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if (tr != null)
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{
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tr.emitting = false;
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}
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rb.gravityScale = originalGravity;
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isDashing = false;
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yield return new WaitForSeconds(dashingCooldown);
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canDash = true;
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}
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} |