Adding character movement basics
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actionMapName: Player
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moveActionName: Move
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jumpActionName: Jump
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moveSpeed: 6
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jumpImpulse: 8
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groundMask: -1
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groundCheckDistance: 0.05
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--- !u!1 &855644964
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--- !u!1 &855644964
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@@ -0,0 +1,102 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(BoxCollider2D))]
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public class PlayerPlatformerController : MonoBehaviour
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{
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[SerializeField] private InputActionAsset inputActions;
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[SerializeField] private string actionMapName = "Player";
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[SerializeField] private string moveActionName = "Move";
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[SerializeField] private string jumpActionName = "Jump";
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[SerializeField] private float moveSpeed = 6f;
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[SerializeField] private float jumpImpulse = 8f;
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[SerializeField] private LayerMask groundMask = ~0;
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[SerializeField] private float groundCheckDistance = 0.05f;
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private Rigidbody2D body;
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private BoxCollider2D bodyCollider;
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private InputAction moveAction;
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private InputAction jumpAction;
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private void Awake()
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{
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body = GetComponent<Rigidbody2D>();
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bodyCollider = GetComponent<BoxCollider2D>();
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}
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private void OnEnable()
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{
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if (inputActions == null)
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{
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Debug.LogError("PlayerPlatformerController missing InputActionAsset reference.", this);
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return;
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}
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var map = inputActions.FindActionMap(actionMapName, true);
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moveAction = map.FindAction(moveActionName, true);
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jumpAction = map.FindAction(jumpActionName, true);
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moveAction.Enable();
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jumpAction.Enable();
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jumpAction.performed += OnJumpPerformed;
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}
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private void OnDisable()
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{
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if (jumpAction != null)
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{
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jumpAction.performed -= OnJumpPerformed;
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jumpAction.Disable();
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}
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if (moveAction != null)
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{
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moveAction.Disable();
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}
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}
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private void FixedUpdate()
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{
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if (moveAction == null)
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{
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return;
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}
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var input = moveAction.ReadValue<Vector2>();
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var velocity = body.linearVelocity;
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velocity.x = input.x * moveSpeed;
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body.linearVelocity = velocity;
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}
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private void OnJumpPerformed(InputAction.CallbackContext context)
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{
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if (!IsGrounded())
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{
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return;
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}
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var velocity = body.linearVelocity;
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velocity.y = 0f;
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body.linearVelocity = velocity;
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body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
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}
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private bool IsGrounded()
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{
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var bounds = bodyCollider.bounds;
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var checkSize = new Vector2(bounds.size.x * 0.9f, groundCheckDistance * 2f);
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var checkCenter = new Vector2(bounds.center.x, bounds.min.y - groundCheckDistance);
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var hits = Physics2D.OverlapBoxAll(checkCenter, checkSize, 0f, groundMask);
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for (var i = 0; i < hits.Length; i++)
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{
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var hit = hits[i];
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if (hit != null && hit != bodyCollider)
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{
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return true;
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}
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}
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return false;
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}
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}
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