87 lines
2.4 KiB
C#
87 lines
2.4 KiB
C#
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/*
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zlib License
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (C) 2022 Lucas
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1.The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MovementController : MonoBehaviour
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{
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public bool isJumping = false;
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private bool isPressing = false;
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private bool isDoubleJumping = false;
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private Rigidbody2D rb2D;
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public float xSpeed;
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public float jumpSpeed;
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// Start is called before the first frame update
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void Start()
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{
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rb2D = GetComponent<Rigidbody2D>();
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Vector2 speed = rb2D.velocity;
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speed.x = xSpeed;
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rb2D.velocity = speed;
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}
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// Update is called once per frame
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void Update()
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{
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}
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private void FixedUpdate()
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{
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Vector2 speed = rb2D.velocity;
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speed.x = xSpeed;
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if (Input.GetKey(KeyCode.Space) || Input.touchCount > 0)
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{
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if (!isPressing)
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{
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isPressing = true;
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if (isJumping && !isDoubleJumping)
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{
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speed.y = jumpSpeed;
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isDoubleJumping = true;
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}
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else if (!isJumping || !isDoubleJumping)
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{
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speed.y = jumpSpeed;
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isJumping = true;
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}
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}
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}
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else
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{
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isPressing = false;
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}
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rb2D.velocity = speed;
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}
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private void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.gameObject.CompareTag("Floor"))
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{
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isJumping = false;
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isDoubleJumping = false;
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}
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}
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}
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