first of all thank you all for reading my question,
i am trying to create a for ever running game like subway surface, i started the update() function in the payerControl script py forcing the rigid body to move forward with the speed of 10 as mintiond in the code then i added the jumping input when you press the upArrow on the keyboard , but the problem here is that the character sometimes jump and most of the time dose not jump, because the jump boolean become true for less than one second and then go back to false , so is their any way to make the jump process to stay for 2 seconds ?
Character control code :
using UnityEngine;
using System.Collections;
public class player : MonoBehaviour {
public Animator anim;
public Rigidbody rbody;
public float verticalJumpPower;
public float horizantalJumpPower;
public float playerVelocity;
// Use this for initialization
void Start ()
{
anim = GetComponent<Animator>();
rbody = GetComponent<Rigidbody>();
verticalJumpPower = 50f;
horizantalJumpPower = 30f;
playerVelocity = 10f;
}
// Update is called once per frame
void Update ()
{
rbody.velocity = new Vector3(rbody.velocity.x,rbody.velocity.y,playerVelocity*Time.deltaTime);
rbody.transform.rotation = Quaternion.identity;
if(Input.GetKeyDown (KeyCode.UpArrow))
{
anim.SetBool("jump",true);
rbody.AddForce(new Vector3(0,verticalJumpPower,horizantalJumpPower));
}
else
{
anim.SetBool("jump", false);
}
if(Input.GetKey(KeyCode.LeftArrow))
{
Vector3 currentPosition = rbody.transform.position;
Vector3 leftPosition = new Vector3(rbody.transform.position.x+Constants.PLAYER_LEFT_DISTANCE, rbody.transform.position.y,rbody.transform.position.z);
rbody.transform.position = Vector3.Lerp(currentPosition,leftPosition,Time.deltaTime);
}
if(Input.GetKey(KeyCode.RightArrow))
{
Vector3 currentPosition = rbody.transform.position;
Vector3 rightPosition = new Vector3(rbody.transform.position.x+Constants.PLAYER_RIGHT_DISTANCE, rbody.transform.position.y,rbody.transform.position.z);
rbody.transform.position = Vector3.Lerp(currentPosition,rightPosition,Time.deltaTime);
}
if(Input.GetKey(KeyCode.DownArrow))
{
anim.SetBool("isSlide",true);
rbody.velocity = new Vector3(0f, 0f,5f);
anim.applyRootMotion = false;
}
else
{
anim.SetBool("isSlide", false);
anim.applyRootMotion = true;
}
}
}
GetKeyDown() returns true only in the frame of the initial keypress. Right now what I expect to happen is this:
One the first frame of keydown it triggers the jump animation and adds the force, the next frame this line
rbody.velocity = new Vector3(rbody.velocity.x,rbody.velocity.y,playerVelocity*Time.deltaTime);
resets the z velocity then we hit the else condition
else
{
anim.SetBool("jump", false);
}
and turn off the animation. You might want to make the jump animation run for 2 seconds and have it trigger an event to reset the velocity afterwards. Or you will want to instead of having the effect run immediately, have the keypress change some state of the object (perhaps store a game time after which you should clear the flag and reset the velocity and animation state)
Related
When my player is moving, the animation switches between idle and walk when I am holding down D. I played the animation and it looks fine but when I play the transition it starts idle and switches to walk. I have tried creating a new project and doing it again but it does the same thing. Does anyone know how to fix this?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
[SerializeField]
float moveForce = 10f;
[SerializeField]
float jumpForce = 11f;
float movementX;
Rigidbody2D myBody;
Animator Anim;
private SpriteRenderer sr;
string WALK_ANIMATION = "Walk";
private void Update()
{
playerMoveKeyboard();
animatePlayer();
}
private void Awake()
{
myBody = GetComponent<Rigidbody2D>();
Anim = myBody.GetComponent<Animator>();
sr = GetComponent<SpriteRenderer>();
}
void playerMoveKeyboard()
{
movementX = Input.GetAxisRaw("Horizontal");
transform.position += new Vector3(movementX, 0f, 0f) * moveForce * Time.deltaTime;
}
void animatePlayer()
{
if(movementX > 0)
{
Anim.SetBool(WALK_ANIMATION, true);
sr.flipX = false;
}
else if (movementX < 0)
{
Anim.SetBool(WALK_ANIMATION, true);
sr.flipX = true;
}
else
{
Anim.SetBool(WALK_ANIMATION, false);
}
}
}
Not sure if I am seeing the problem correctly from the gif, but can't you just turn off "Has exit time" and change the transition duration to 0?
Not sure but using a float instead of a bool to decide when to play the animation might solve this. That is how I've been doing it and never had any problems.
Do this by creating a new parameter in the animator called "Speed". Change the condition from idle to walk to Speed greater 0.01 and walk to idle to Speed less 0.01 or some other small number.
In the code you can change "Speed" to the player speed by adding:
anim.setFloat("Speed", Mathf.Abs(movementX))
to the update function inside the player movement script.
You should also remove the Anim.SetBool() from the funciton animatePlayer().
I am making my first foray into AI, specifically AI that will follow the player.
I am using the A* Path finding project scripts, but used the Brackeys tutorial for the code
https://www.youtube.com/watch?v=jvtFUfJ6CP8
Source in case needed.
Here's the code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Pathfinding;
public class EnemyAI : MonoBehaviour
{
public Transform Target;
public float speed = 200f;
public float NextWayPointDistance = 3f;
Path path;
int currentWaypoint = 0;
bool ReachedEndOfpath = false;
Seeker seeker;
Rigidbody2D rb;
public Transform EnemyGraphics;
// Start is called before the first frame update
void Start()
{
seeker = GetComponent<Seeker>();
rb = GetComponent<Rigidbody2D>();
InvokeRepeating("UpdatePath", 0f, 1f);
}
void UpdatePath()
{
if (seeker.IsDone())
seeker.StartPath(rb.position, Target.position, OnPathComplete);
}
void OnPathComplete(Path p)
{
if (!p.error)
{
path = p;
currentWaypoint = 0;
}
}
// Update is called once per frame
void fixedUpdate()
{
if(path == null)
return;
if(currentWaypoint >= path.vectorPath.Count)
{
ReachedEndOfpath = true;
return;
}
else
{
ReachedEndOfpath = false;
}
Vector2 Direction = ((Vector2)path.vectorPath[currentWaypoint] - rb.position).normalized;
Vector2 Force = Direction * speed * Time.fixedDeltaTime;
rb.AddForce(Force);
float distance = Vector2.Distance(rb.position, path.vectorPath[currentWaypoint]);
if(distance < NextWayPointDistance)
{
currentWaypoint++;
}
if(rb.velocity.x >= 0.01f)
{
EnemyGraphics.localScale = new Vector3(-1f, 1f, 1f);
}else if(rb.velocity.x <= 0.01f)
{
EnemyGraphics.localScale = new Vector3(1f, 1f, 1f);
}
}
}
How I tried to fix the issue:
I thought it could've been a problem with the speed so I increased it to 10000000, and still nothing
Next I thought it was a problem with the Rigidbody2d so I check there, found the gravity scale was set at 0, so I increased it to 1. It made my enemy fall to the ground but still no movement.
I thought it could've been a problem with the mass and drag, so I set Linear drag and Angular drag to 0, and also set mass to 1. Still nothing.
I set the body type to kinematic, pressed run, nothing. Set the body type to static, pressed run, nothing. Set the body type to Dynamic, pressed run, still nothing.
I tried to make a new target for the enemy to follow, dragged the empty game object i nto the target, pressed run and still didn't move.
I am at a loss on how to fix this.
Please help?
Looks like maybe a typo? You have:
// Update is called once per frame
void fixedUpdate()
{
but the method is called FixedUpdate(), with a big F in front. You have fixedUpdate, which is NOT the same.
I previously posted this question on the gameDev SE but with no luck, therefore I am trying to see if I could find some help here.
I am having some troubles with the transitions in my animator. Specifically, I am trying to set up a some code to handle combo sequences, and to do so I am using coroutines that exploit the state machine given by the animations in the animator. Here is my script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityEngine.SceneManagement;
/*enum PlayerState is a list of states that can be taken by the player character. They will be used to implement a finite state machine-like
behavior with the actions it can take*/
public enum PlayerState {
walk,
attack,
interact,
dash,
stagger
}
public class Player_Base : MonoBehaviour {
//Basic parameters
Rigidbody2D myRigidBody; //These are to call the components of the Player GameObject
public static Transform playerPos;
public PlayerState currentState;
Animator myAnimator;
public HealthManager myStatus;
private bool isAlive = true;
//Sorting layers parameters
public CapsuleCollider2D myFeet;
public static float playerVertPos; // Need this to sort other objects layers in another script.
//Movement parameters
[SerializeField] float moveSpeed = 3f; // use [serfiel] or public in order to have something that you can modify from Unity UI
public Vector2 moveInput;
private bool isMoving;//Implementing the state machine and the *blend trees*, you need only to define one bool for all animations of a kind (eg walking anims)
//Combat parameters
private int comboCounter = 0;
private float comboTimer = 0;
//dash parameters
[SerializeField] float dashTimeMax = 1f;
[SerializeField] float dashTime = 0;
[SerializeField] float dashPush = 0.001f;
[SerializeField] float dashSpeed = 10f;
// Use this for initialization
void Start()
{
currentState = PlayerState.walk;//Initial default state of the player
myRigidBody = GetComponent<Rigidbody2D>(); /*the getcomp looks for the related component in the <> and uses it in the code*/
myFeet = GetComponent<CapsuleCollider2D>();
myAnimator = GetComponent<Animator>();
myAnimator.SetFloat("MoveX", 0);//If i do not set a default values for these, if player attacks without moving first, all colliders will activate and will hit all around him
myAnimator.SetFloat("MoveY", -1);
myStatus = GameObject.FindObjectOfType<HealthManager>();
}
// Update is called once per frame
void Update()
{
playerVertPos = myFeet.bounds.center.y;
moveInput = Vector2.zero;/*getaxis and getaxisraw register the input of the axes and outputs +1 or -1 according to the axis direction*/
moveInput.x = Input.GetAxisRaw("Horizontal");
moveInput.y = Input.GetAxisRaw("Vertical");
if (!isAlive)
{
return;
}
else {
if (currentState == PlayerState.walk)//It will consider walking only when in that state, this means that if it is attacking for instance,
//it needs to change its state. Good for compartimentalization of the actions (otherwise I could have changed the direction of the attacks)
{
if (moveInput != Vector2.zero)//This if statement is such that if there is no new input to update the movement with, the last (idle) animation
//will remain, so if you go right and stop, the player keeps facing right
{
Move();
myAnimator.SetFloat("MoveX", moveInput.x);
myAnimator.SetFloat("MoveY", moveInput.y);
myAnimator.SetBool("isMoving", true);
}
else {
myAnimator.SetBool("isMoving", false);
}
}
//Attack inputs
if (Input.GetKeyDown(KeyCode.Mouse0) && currentState != PlayerState.attack)//second clause because i do not want to indefinitely attack every frame
{
StartCoroutine(FirstAttack());
}
if (Input.GetKeyDown(KeyCode.Space) && currentState != PlayerState.dash)
{
StartCoroutine(Dashing());
}
DeathCheck();//check if player is still alive
}
}
public void Move()
{
moveInput.Normalize();
myRigidBody.MovePosition(myRigidBody.position + moveInput * moveSpeed * Time.deltaTime);
//If i want to work with the velocity vector: i have to use rb.velocity, not just taking the xplatinput times movespeed
}
public void MoveOnAnimation(int xMove, int yMove, float displacement)
{
moveInput.x = xMove;
moveInput.y = yMove;
moveInput.Normalize();
myRigidBody.MovePosition(myRigidBody.position + moveInput * displacement * Time.deltaTime);
}
private IEnumerator FirstAttack() {
//Start Attack
comboCounter = 1;
myAnimator.SetInteger("comboSequence", comboCounter);
currentState = PlayerState.attack;
yield return new WaitForSeconds(AttackTemplate.SetDuration(0.6f) - comboTimer);//Problem: if i reduce the time below the animation time of the second animation, the second animation won't go untile the end
comboTimer = AttackTemplate.SetComboTimer(0.4f);
//if combo not triggered:
while (comboTimer >= 0)
{
Debug.Log(comboTimer);
comboTimer -= Time.deltaTime;
if (Input.GetKeyDown(KeyCode.Mouse0))
{
Debug.Log("Chained");
StopCoroutine(FirstAttack());
StartCoroutine(SecondAttack());
}
yield return null;
}
comboCounter = 0;
myAnimator.SetInteger("comboSequence", comboCounter);
currentState = PlayerState.walk;
}
private IEnumerator SecondAttack()
{
comboCounter = 2;
myAnimator.SetInteger("comboSequence", comboCounter);
currentState = PlayerState.attack;
yield return null;
//if combo not triggered:
yield return new WaitForSeconds(AttackTemplate.SetDuration(0.9f));
comboCounter = 0;
myAnimator.SetInteger("comboSequence", comboCounter);
currentState = PlayerState.walk;
}
private void Dash()
{
if (dashTime >= dashTimeMax)
{
dashTime = 0;
myRigidBody.velocity = Vector2.zero;
currentState = PlayerState.walk;
}
else
{
currentState = PlayerState.dash;
dashTime += Time.deltaTime;
moveInput.Normalize();
Vector2 lastDirection = moveInput;
myRigidBody.velocity = lastDirection * dashSpeed;
}
}
private IEnumerator Dashing()
{
currentState = PlayerState.dash;
for (float timeLapse = 0; timeLapse < dashTime; timeLapse = timeLapse + Time.fixedDeltaTime)
{
moveInput.Normalize();
Vector2 lastDirection = moveInput;
myRigidBody.velocity = lastDirection * dashSpeed;
}
yield return null;
myRigidBody.velocity = Vector2.zero;
currentState = PlayerState.walk;
}
private void DeathCheck() //if the player health reaches 0 it will run
{
if (HealthManager.health == 0) {
isAlive = false; // this is checked in the update, when false disables player inputs
myRigidBody.constraints = RigidbodyConstraints2D.FreezePosition; // if i don't lock its position, the last bounce with the enemy pushes the player towards inifinity
myAnimator.SetTrigger("death");//triggers the death animation
StartCoroutine(LoadNextScene());
}
}
[SerializeField] float LevelLoadDelay = 5f;
[SerializeField] float LevelSlowMo = 1f;
IEnumerator LoadNextScene()
{
Time.timeScale = LevelSlowMo;
yield return new WaitForSecondsRealtime(LevelLoadDelay);
Time.timeScale = 1f;
var CurrentSceneIndex = SceneManager.GetActiveScene().buildIndex;
SceneManager.LoadScene(CurrentSceneIndex + 1);
}
}
What I am doing basically is to use enums to define the player states and on input, if the player is not already in the attacking state, perform an attack. Once the FirstAttack() is called, it will first of all update an integer, comboCounter, which handles the transitions between consecutive attacks, input said integer in the animator and then change my state to attack. After this, I created a while loop that goes on until the end of an established time interval during which the player would be able to press the same attack button to chain the combo. If this does not happen, the state and integer parameter are reset.
The problem I am facing is that while the player can actually perform the combo with the second attack, during all the interval in which the first animation is active it keeps looping. Furthermore, I noticed that the second animation does not reach the end, it seems like it stops once the interval that I previously set will end.
Update: This is the screenshot of my animator window:
The transitions any state -> 1stAttack and 1stAttack -> 2ndAttack is handled by the same integer parameter, comboSequence, which is set to 0 normally, to 1 for 1stAttack and to 2 for the second one. I observed that the transition any state -> 1stAttack is triggered multiple times whenever I press the hit button, in line with the looping problem I am facing.
I have tried a couple of things, for instance using normal functions instead of a coroutine, but in this way, I do not understand why, there are problems with the enums states, also I think that in the long term this approach would be more modular and customisable. I feel like I am missing something trivial but I do not understand what and it has been some time now, so any help would be much appreciated!
Disable Can Transition To Self = false
I'm making a game in which the player controls two different characters (each one has its own empty object with a camera as child), and switchs one or another by pressing the control key. The thing is, I'm trying to make a little transition between both characters cameras by using another camera, so it doesn't just teleports between one and another but I can't seem to do it. I tried with lerp but I don't know if I got it right, so I read and tried Vector3.MoveTowards but still couldn't do it. This is my code so far (the while is because a last-moment-braindead I had):
public class CameraController : MonoBehaviour
{
public Camera cam1;
public Camera cam2;
public Camera movingCamera;
public bool isCurrentPlayer;
public Transform target1;
public Transform target2;
public float speed = 0.2f;
void FixedUpdate()
{
float step = speed * Time.deltaTime;
if (Input.GetButtonDown("Control"))
{
if (isCurrentPlayer)
{
movingCamera.enabled = true;
cam2.enabled = false;
while (transform.position != target1.position)
{
transform.position = Vector3.MoveTowards(transform.position, target1.position, step);
}
if (transform.position == target1.transform.position)
{
movingCamera.enabled = false;
cam1.enabled = true;
}
isCurrentPlayer = false;
}
else if (!isCurrentPlayer)
{
movingCamera.enabled = true;
cam1.enabled = false;
while (transform.position != target2.position)
{
transform.position = Vector3.MoveTowards(transform.position, target2.position, step);
}
if (transform.position == target2.transform.position)
{
movingCamera.enabled = false;
cam2.enabled = true;
}
isCurrentPlayer = true;
}
}
}
I'm curious about two things. Why did you use FixedUpdate to manage your updates? This isn't physics code. Is there a particular reason you are using multiple cameras? If I may, I propose the following changes.
You can simply make use of the main camera instead of multiple cameras. Additionally, you can increase the number of player objects you can toggle through by using an array of player GameObjects, and by changing the input parameters to left control and right control, you can toggle between next player and previous player to navigate bi-directionally through the array of players.
Here's my example code that implements these changes (tested and works, though improvements can be made.)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Attached to Main Camera
public class CameraController : MonoBehaviour {
// set manually in inspector
public GameObject[] players;
public float movementSpeed = 1.0f;
public float rotationSpeed = 1.0f;
private int currentPlayer;
private float startTime;
private float distanceToPlayer;
private Vector3 startPosition;
private Quaternion startOrientation;
// Use this for initialization
void Start () {
currentPlayer = 0;
ResetCamera();
}
// Update is called once per frame
void Update () {
float distanceCovered;
float rotationCovered;
float fractionTraveled;
// switch to previous
if (Input.GetButtonDown("left ctrl")) {
if (currentPlayer == 0) currentPlayer = players.Length - 1;
else currentPlayer--;
ResetCamera();
}
// switch to nextPlayer
if (Input.GetButtonDown("right ctrl")) {
if (currentPlayer == players.Length - 1) currentPlayer = 0;
else currentPlayer++;
ResetCamera();
}
// Keep moving camera
if (transform.position != players[currentPlayer].transform.position)
{
distanceCovered = (Time.time - startTime) * movementSpeed;
fractionTraveled = distanceCovered / distanceToPlayer;
rotationCovered = (Time.time - startTime) * rotationSpeed;
// Lerp to player position
transform.position = Vector3.Lerp(
startPosition,
players[currentPlayer].transform.position,
fractionTraveled
);
// match player orientation
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
players[currentPlayer].transform.rotation,
rotationCovered
);
// Stop moving camera
} else {
// Match orientation
if (transform.rotation != players[currentPlayer].transform.rotation)
transform.rotation = players[currentPlayer].transform.rotation;
// Set parent transform to current player
transform.parent = players[currentPlayer].transform;
}
}
void ResetCamera() {
transform.parent = null;
startTime = Time.time;
startPosition = transform.position;
startOrientation = transform.rotation;
distanceToPlayer = Vector3.Distance(
transform.position,
players[currentPlayer].transform.position
);
}
}
Obviously the values would need to be tweaked, and the movement algorithm is pretty basic. Crude but function. You can also add player movement code into the camera, just make sure it points to players[currentPlayer] and it will work for each of your player objects without having to use additional scripts unless there is a reason to do so.
Feel free to use this code. Like I said, it works. However, should you choose to do so, it can easily be modified to function like your original code simply by removing the array and reinstating the individual GameObjects.
transform.position points to the position of CameraController game object. If you want to move movingCamera you probably want to use movingCamera.transform.position. Also keep in mind that in your script the MoveTowards() would only fire when you are pressing your "Control" button.
As memBrain said it would be the best practice to use only one camera for this - visually it would look the same.
The script should look something like this:
// Assuming target1 is player 1 and target2 is player 2
private float snapThreshold = 0.1f;
private Vector3 movingCameraDestination = Vector3.zero;
void FixedUpdate()
{
if(Input.GetButtonDown("Control"))
{
if(isCurrentPlayer)
{
//Set position of transition camera to player 1 and set it's destination to player's 2 position
movingCamera.transform.position = player1.position;
movingCameraDestination = player2.position;
//Disable player 1 camera and enable transition camera
cam1.enabled = false;
movingCamera.enabled = true;
}
else
{
//Set position of transition camera to player 21 and set it's destination to player's 1 position
movingCamera.transform.position = player2.position;
movingCameraDestination = player1.position;
//Disable player 1 camera and enable transition camera
cam2.enabled = false;
movingCamera.enabled = true;
}
}
//If transition camera is enabled and its destination is not Vector3.zero - move it
if(movingCameraDestination != Vector3.zero && movingCamera.enabled)
{
movingCamera.transform.position = Vector3.Lerp(movingCamera.transform.position, movingCameraDestination, speed * Time.deltaTime);
//If the distance between transition camera and it's destination is smaller or equal to threshold - snap it to destination position
if(Vector3.Distance(movingCamera.transform.position, movingCameraDestination) <= snapThreshold)
{
movingCamera.transform.position = movingCameraDestination;
}
//If transition camera reached it's destination set it's destination to Vector3.zero and disable it
if(movingCamera.transform.position == movingCameraDestination)
{
movingCameraDestination = Vector3.zero;
movingCamera.enabled = false;
}
}
}
I have a death animation already. I want a particle system particleRed to start along with the death animation. I have a private variable particleRed and I have initiated it in the awake function.
What should I do now?
using UnityEngine;
using System.Collections;
using UnityStandardAssets.CrossPlatformInput;
public class CharacterController2D : MonoBehaviour {
// player controls
[Range(0.0f, 10.0f)] // create a slider in the editor and set limits on moveSpeed
public float moveSpeed = 3f;
public float jumpForce = 600f;
// player health
public int playerHealth = 1;
// LayerMask to determine what is considered ground for the player
public LayerMask whatIsGround;
// Transform just below feet for checking if player is grounded
public Transform groundCheck;
// player can move?
// we want this public so other scripts can access it but we don't want to show in editor as it might confuse designer
[HideInInspector]
public bool playerCanMove = true;
// SFXs
public AudioClip coinSFX;
public AudioClip deathSFX;
public AudioClip fallSFX;
public AudioClip jumpSFX;
public AudioClip victorySFX;
// private variables below
// store references to components on the gameObject
Transform _transform;
Rigidbody2D _rigidbody;
Animator _animator;
AudioSource _audio;
ParticleSystem particleRed;
// hold player motion in this timestep
float _vx;
float _vy;
// player tracking
bool facingRight = true;
bool isGrounded = false;
bool isRunning = false;
bool _canDoubleJump = false;
// store the layer the player is on (setup in Awake)
int _playerLayer;
// number of layer that Platforms are on (setup in Awake)
int _platformLayer;
void Awake () {
// get a reference to the components we are going to be changing and store a reference for efficiency purposes
_transform = GetComponent<Transform> ();
_rigidbody = GetComponent<Rigidbody2D> ();
if (_rigidbody==null) // if Rigidbody is missing
Debug.LogError("Rigidbody2D component missing from this gameobject");
_animator = GetComponent<Animator>();
if (_animator==null) // if Animator is missing
Debug.LogError("Animator component missing from this gameobject");
_audio = GetComponent<AudioSource> ();
if (_audio==null) { // if AudioSource is missing
Debug.LogWarning("AudioSource component missing from this gameobject. Adding one.");
// let's just add the AudioSource component dynamically
_audio = gameObject.AddComponent<AudioSource>();
}
particleRed = GetComponent<ParticleSystem>();
// determine the player's specified layer
_playerLayer = this.gameObject.layer;
// determine the platform's specified layer
_platformLayer = LayerMask.NameToLayer("Platform");
}
// this is where most of the player controller magic happens each game event loop
void Update()
{
// exit update if player cannot move or game is paused
if (!playerCanMove || (Time.timeScale == 0f))
return;
// determine horizontal velocity change based on the horizontal input
_vx = CrossPlatformInputManager.GetAxisRaw ("Horizontal");
// Determine if running based on the horizontal movement
if (_vx != 0)
{
isRunning = true;
} else {
isRunning = false;
}
// set the running animation state
_animator.SetBool("Running", isRunning);
// get the current vertical velocity from the rigidbody component
_vy = _rigidbody.velocity.y;
// Check to see if character is grounded by raycasting from the middle of the player
// down to the groundCheck position and see if collected with gameobjects on the
// whatIsGround layer
isGrounded = Physics2D.Linecast(_transform.position, groundCheck.position, whatIsGround);
// Allow Double Jump after grounded
if (isGrounded)
{
_canDoubleJump = true;
}
// Set the grounded animation states
_animator.SetBool("Grounded", isGrounded);
if (isGrounded && CrossPlatformInputManager.GetButtonDown ("Jump")) { // If grounded AND jump button pressed, then allow the player to jump
DoJump ();
} else if (_canDoubleJump && CrossPlatformInputManager.GetButtonDown ("Jump"))
{
DoJump();
// double jumo can be possible once
_canDoubleJump = false;
}
// If the player stops jumping mid jump and player is not yet falling
// then set the vertical velocity to 0 (he will start to fall from gravity)
if(CrossPlatformInputManager.GetButtonUp("Jump") && _vy>0f)
{
_vy = 0f;
}
// Change the actual velocity on the rigidbody
_rigidbody.velocity = new Vector2(_vx * moveSpeed, _vy);
// if moving up then don't collide with platform layer
// this allows the player to jump up through things on the platform layer
// NOTE: requires the platforms to be on a layer named "Platform"
Physics2D.IgnoreLayerCollision(_playerLayer, _platformLayer, (_vy > 0.0f));
}
// Checking to see if the sprite should be flipped
// this is done in LateUpdate since the Animator may override the localScale
// this code will flip the player even if the animator is controlling scale
void LateUpdate()
{
// get the current scale
Vector3 localScale = _transform.localScale;
if (_vx > 0) // moving right so face right
{
facingRight = true;
} else if (_vx < 0) { // moving left so face left
facingRight = false;
}
// check to see if scale x is right for the player
// if not, multiple by -1 which is an easy way to flip a sprite
if (((facingRight) && (localScale.x<0)) || ((!facingRight) && (localScale.x>0))) {
localScale.x *= -1;
}
// update the scale
_transform.localScale = localScale;
}
// if the player collides with a MovingPlatform, then make it a child of that platform
// so it will go for a ride on the MovingPlatform
void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.tag=="MovingPlatform")
{
this.transform.parent = other.transform;
}
}
// if the player exits a collision with a moving platform, then unchild it
void OnCollisionExit2D(Collision2D other)
{
if (other.gameObject.tag=="MovingPlatform")
{
this.transform.parent = null;
}
}
//make the player jump
void DoJump()
{
// reset current vertical motion to 0 prior to jump
_vy = 0f;
// add a force in the up direction
_rigidbody.AddForce (new Vector2 (0, jumpForce));
// play the jump sound
PlaySound(jumpSFX);
}
// do what needs to be done to freeze the player
void FreezeMotion() {
playerCanMove = false;
_rigidbody.isKinematic = true;
}
// do what needs to be done to unfreeze the player
void UnFreezeMotion() {
playerCanMove = true;
_rigidbody.isKinematic = false;
}
// play sound through the audiosource on the gameobject
void PlaySound(AudioClip clip)
{
_audio.PlayOneShot(clip);
}
// public function to apply damage to the player
public void ApplyDamage (int damage) {
if (playerCanMove) {
playerHealth -= damage;
if (playerHealth <= 0) { // player is now dead, so start dying
PlaySound(deathSFX);
StartCoroutine (KillPlayer ());
}
}
}
// public function to kill the player when they have a fall death
public void FallDeath () {
if (playerCanMove) {
playerHealth = 0;
PlaySound(fallSFX);
StartCoroutine (KillPlayer ());
}
}
// coroutine to kill the player
IEnumerator KillPlayer()
{
if (playerCanMove)
{
// freeze the player
FreezeMotion();
// play the death animation
_animator.SetTrigger("Death");
// After waiting tell the GameManager to reset the game
yield return new WaitForSeconds(2.0f);
if (GameManager.gm) // if the gameManager is available, tell it to reset the game
GameManager.gm.ResetGame();
else // otherwise, just reload the current level
Application.LoadLevel(Application.loadedLevelName);
}
}
public void CollectCoin(int amount) {
PlaySound(coinSFX);
if (GameManager.gm) // add the points through the game manager, if it is available
GameManager.gm.AddPoints(amount);
}
// public function on victory over the level
public void Victory() {
PlaySound(victorySFX);
FreezeMotion ();
_animator.SetTrigger("Victory");
if (GameManager.gm) // do the game manager level compete stuff, if it is available
GameManager.gm.LevelCompete();
}
// public function to respawn the player at the appropriate location
public void Respawn(Vector3 spawnloc) {
UnFreezeMotion();
playerHealth = 1;
_transform.parent = null;
_transform.position = spawnloc;
_animator.SetTrigger("Respawn");
}
public void EnemyBounce ()
{
DoJump ();
}
}
I suggest making a empty game object prefab that holds the particle system. Then when you want to use the particle system, just instantiate the object. That is the easiest way i've found to go about it, and its rather versatile. Another way is, you could make the empty game object a child of your player, and then activate it when you want to use it. The second way isn't as ideal, but will get the job done too.
For the ParticleSystem component that you have added to the gameObject, set the enabled property to false by unchecking the enabled checkbox on the component.
Then in the KillPlayer function
particleRed.enabled = true;
Additionally you can ensure it is disabled in the Awake function by setting it to false.