Player movement with animation unity
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D rb;
private Animator anim;
private float moveSpeed;
private float dirX;
private bool facingRight = true;
private Vector3 localScale;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
localScale = transform.localScale;
moveSpeed = 3f;
}
private void Update()
{
dirX = Input.GetAxis("Horizontal") * moveSpeed;
if (Input.GetButtonDown("Jump") && rb.velocity.y > -0.1 && rb.velocity.y < 0.1)
rb.AddForce(Vector2.up * 500f);
if (Mathf.Abs(dirX) > 0 && rb.velocity.y > -0.1 && rb.velocity.y < 0.1)
{
anim.SetBool("isRunning", true);
}
else
anim.SetBool("isRunning", false);
if (rb.velocity.y > -0.1 && rb.velocity.y < 0.1)
{
anim.SetBool("isJumping", false);
anim.SetBool("isFalling", false);
}
if (rb.velocity.y > 0.1)
anim.SetBool("isJumping", true);
if (rb.velocity.y < -0.1)
{
anim.SetBool("isJumping", false);
anim.SetBool("isFalling", true);
}
}
private void FixedUpdate()
{
rb.velocity = new Vector2(dirX, rb.velocity.y);
}
private void LateUpdate()
{
if (dirX > 0)
facingRight = true;
else if (dirX < 0)
facingRight = false;
if (((facingRight) && (localScale.x < 0)) || ((!facingRight) && (localScale.x > 0)))
localScale.x *= -1;
transform.localScale = localScale;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Example : MonoBehaviour
{
private CharacterController controller;
private Vector3 playerVelocity;
private bool groundedPlayer;
private float playerSpeed = 2.0f;
private float jumpHeight = 1.0f;
private float gravityValue = -9.81f;
private void Start()
{
controller = gameObject.AddComponent<CharacterController>();
}
void Update()
{
groundedPlayer = controller.isGrounded;
if (groundedPlayer && playerVelocity.y < 0)
{
playerVelocity.y = 0f;
}
Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
controller.Move(move * Time.deltaTime * playerSpeed);
if (move != Vector3.zero)
{
gameObject.transform.forward = move;
}
// Changes the height position of the player..
if (Input.GetButtonDown("Jump") && groundedPlayer)
{
playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
}
playerVelocity.y += gravityValue * Time.deltaTime;
controller.Move(playerVelocity * Time.deltaTime);
}
}