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Crouch not working #28

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Pong-chan opened this issue Aug 31, 2020 · 0 comments
Open

Crouch not working #28

Pong-chan opened this issue Aug 31, 2020 · 0 comments

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@Pong-chan
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When ever I crouch under a platform then release this happens:
https://i.imgur.com/jgwCai4.png

btw the other sprite is there on purpose

`using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour {

    public CharacterController2D controller;
    public Animator animator;
    public float runSpeed = 40f;

    float horizontalMove = 0f;
    bool jump = false;
    bool crouch = false;

     // Update is called once per frame
     void Update () {

             horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;


             animator.SetFloat("Speed", Mathf.Abs(horizontalMove));

             if (Input.GetButtonDown("Jump"))
             {
                   jump = true;
                   animator.SetBool("IsJumping", true);
             }
             
             if (Input.GetButtonDown("Crouch"))
             {
                   crouch = true;
             } else if (Input.GetButtonUp("Crouch"))
             {
                crouch = false;
             }

      }

      public void OnLanding ()
      {
        animator.SetBool("IsJumping", false);
      }
      public void OnCrouching (bool IsCrouching){
        animator.SetBool("IsCrouching", IsCrouching);
      }
      
      void FixedUpdate ()
      {
               // Move our character
               controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
               jump = false;
      }

}`

`using UnityEngine;
using UnityEngine.Events;

public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching

const float k_GroundedRadius = .05f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded = true;            // Whether or not the player is grounded.
const float k_CeilingRadius = .05f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true;  // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;

[Header("Events")]
[Space]

public UnityEvent OnLandEvent;

[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }

public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;

private void Awake()
{
	m_Rigidbody2D = GetComponent<Rigidbody2D>();

	if (OnLandEvent == null)
		OnLandEvent = new UnityEvent();

	if (OnCrouchEvent == null)
		OnCrouchEvent = new BoolEvent();
}

private void FixedUpdate()
{
	bool wasGrounded = m_Grounded;
	m_Grounded = false;

	// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
	// This can be done using layers instead but Sample Assets will not overwrite your project settings.
	Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
	for (int i = 0; i < colliders.Length; i++)
	{
		if (colliders[i].gameObject != gameObject)
		{
			m_Grounded = true;
			if (!wasGrounded && m_Rigidbody2D.velocity.y < 0)
				OnLandEvent.Invoke();
		}
	}
}


public void Move(float move, bool crouch, bool jump)
{
	// If crouching, check to see if the character can stand up
	if (crouch)
	{
		// If the character has a ceiling preventing them from standing up, keep them crouching
		if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
		{
			crouch = true;
		}
	}

	//only control the player if grounded or airControl is turned on
	if (m_Grounded || m_AirControl)
	{

		// If crouching
		if (crouch)
		{
			if (!m_wasCrouching)
			{
				m_wasCrouching = true;
				OnCrouchEvent.Invoke(true);
			}

			// Reduce the speed by the crouchSpeed multiplier
			move *= m_CrouchSpeed;

			// Disable one of the colliders when crouching
			if (m_CrouchDisableCollider != null)
				m_CrouchDisableCollider.enabled = false;
		} else
		{
			// Enable the collider when not crouching
			if (m_CrouchDisableCollider != null)
				m_CrouchDisableCollider.enabled = true;

			if (m_wasCrouching)
			{
				m_wasCrouching = false;
				OnCrouchEvent.Invoke(false);
			}
		}

		// Move the character by finding the target velocity
		Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
		// And then smoothing it out and applying it to the character
		m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

		// If the input is moving the player right and the player is facing left...
		if (move > 0 && !m_FacingRight)
		{
			// ... flip the player.
			Flip();
		}
		// Otherwise if the input is moving the player left and the player is facing right...
		else if (move < 0 && m_FacingRight)
		{
			// ... flip the player.
			Flip();
		}
	}
	// If the player should jump...
	if (m_Grounded && jump)
	{
		// Add a vertical force to the player.
		m_Grounded = false;
		m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
	}
}


private void Flip()
{
	// Switch the way the player is labelled as facing.
	m_FacingRight = !m_FacingRight;

	// Multiply the player's x local scale by -1.
	Vector3 theScale = transform.localScale;
	theScale.x *= -1;
	transform.localScale = theScale;
}

}
`

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