Adding character movement basics

This commit is contained in:
hz
2026-01-30 21:22:26 -06:00
parent ed54714b1c
commit 275307ab43
5 changed files with 240 additions and 894 deletions
File diff suppressed because it is too large Load Diff
+97
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actionMapName: Player
moveActionName: Move
jumpActionName: Jump
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jumpImpulse: 8
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@@ -0,0 +1,102 @@
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class PlayerPlatformerController : MonoBehaviour
{
[SerializeField] private InputActionAsset inputActions;
[SerializeField] private string actionMapName = "Player";
[SerializeField] private string moveActionName = "Move";
[SerializeField] private string jumpActionName = "Jump";
[SerializeField] private float moveSpeed = 6f;
[SerializeField] private float jumpImpulse = 8f;
[SerializeField] private LayerMask groundMask = ~0;
[SerializeField] private float groundCheckDistance = 0.05f;
private Rigidbody2D body;
private BoxCollider2D bodyCollider;
private InputAction moveAction;
private InputAction jumpAction;
private void Awake()
{
body = GetComponent<Rigidbody2D>();
bodyCollider = GetComponent<BoxCollider2D>();
}
private void OnEnable()
{
if (inputActions == null)
{
Debug.LogError("PlayerPlatformerController missing InputActionAsset reference.", this);
return;
}
var map = inputActions.FindActionMap(actionMapName, true);
moveAction = map.FindAction(moveActionName, true);
jumpAction = map.FindAction(jumpActionName, true);
moveAction.Enable();
jumpAction.Enable();
jumpAction.performed += OnJumpPerformed;
}
private void OnDisable()
{
if (jumpAction != null)
{
jumpAction.performed -= OnJumpPerformed;
jumpAction.Disable();
}
if (moveAction != null)
{
moveAction.Disable();
}
}
private void FixedUpdate()
{
if (moveAction == null)
{
return;
}
var input = moveAction.ReadValue<Vector2>();
var velocity = body.linearVelocity;
velocity.x = input.x * moveSpeed;
body.linearVelocity = velocity;
}
private void OnJumpPerformed(InputAction.CallbackContext context)
{
if (!IsGrounded())
{
return;
}
var velocity = body.linearVelocity;
velocity.y = 0f;
body.linearVelocity = velocity;
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
}
private bool IsGrounded()
{
var bounds = bodyCollider.bounds;
var checkSize = new Vector2(bounds.size.x * 0.9f, groundCheckDistance * 2f);
var checkCenter = new Vector2(bounds.center.x, bounds.min.y - groundCheckDistance);
var hits = Physics2D.OverlapBoxAll(checkCenter, checkSize, 0f, groundMask);
for (var i = 0; i < hits.Length; i++)
{
var hit = hits[i];
if (hit != null && hit != bodyCollider)
{
return true;
}
}
return false;
}
}
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