Синтаксис:
Используется csharp
[SerializeField]
private int lives = 5;
[SerializeField]
private float speed = 3.0f;
[SerializeField]
private float JumpForce = 10.0f;
new private Rigidbody2D rigidbody;
private Animator anim;
private SpriteRenderer sprite;
private bool IsGrounded = false;
private Bullet bullet1;
private CharState state
{
get { return (CharState)anim.GetInteger("State"); }
set { anim.SetInteger("State", (int)value); }
}
private void Awake()
{
rigidbody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
sprite = GetComponentInChildren<SpriteRenderer>();
bullet1 = Resources.Load<Bullet>("Pulya");
}
private void FixedUpdate()
{
CheckGround();
}
private void Update()
{
if(Input.GetButtonDown("f1"))Shoot();
if(IsGrounded)state = CharState.Idle;
if (Input.GetButton("Horizontal")) Run();
if (IsGrounded && Input.GetButtonDown("Jump")) Jump();
}
private void Run()
{
if(IsGrounded)state = CharState.Run;
Vector3 direction = transform.right * Input.GetAxis("Horizontal");
transform.position = Vector3.MoveTowards(transform.position, transform.position + direction, speed * Time.deltaTime);
sprite.flipX = direction.x <0.0f;
}
private void Jump()
{
rigidbody.AddForce(transform.up * JumpForce, ForceMode2D.Impulse);
state = CharState.Jump;
}
private void Shoot()
{
Vector3 posit1on = transform.position; posit1on.y += 0.8f;
Instantiate(bullet1, posit1on, transform.rotation);
}
private void CheckGround()
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position,0.3f);
IsGrounded = colliders.Length > 1;
}
private int lives = 5;
[SerializeField]
private float speed = 3.0f;
[SerializeField]
private float JumpForce = 10.0f;
new private Rigidbody2D rigidbody;
private Animator anim;
private SpriteRenderer sprite;
private bool IsGrounded = false;
private Bullet bullet1;
private CharState state
{
get { return (CharState)anim.GetInteger("State"); }
set { anim.SetInteger("State", (int)value); }
}
private void Awake()
{
rigidbody = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
sprite = GetComponentInChildren<SpriteRenderer>();
bullet1 = Resources.Load<Bullet>("Pulya");
}
private void FixedUpdate()
{
CheckGround();
}
private void Update()
{
if(Input.GetButtonDown("f1"))Shoot();
if(IsGrounded)state = CharState.Idle;
if (Input.GetButton("Horizontal")) Run();
if (IsGrounded && Input.GetButtonDown("Jump")) Jump();
}
private void Run()
{
if(IsGrounded)state = CharState.Run;
Vector3 direction = transform.right * Input.GetAxis("Horizontal");
transform.position = Vector3.MoveTowards(transform.position, transform.position + direction, speed * Time.deltaTime);
sprite.flipX = direction.x <0.0f;
}
private void Jump()
{
rigidbody.AddForce(transform.up * JumpForce, ForceMode2D.Impulse);
state = CharState.Jump;
}
private void Shoot()
{
Vector3 posit1on = transform.position; posit1on.y += 0.8f;
Instantiate(bullet1, posit1on, transform.rotation);
}
private void CheckGround()
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position,0.3f);
IsGrounded = colliders.Length > 1;
}