public class PlayerControl : MonoBehaviour {
public float maxSpeed = 10f;
private bool isFacingRight = true;
private Animator anim;
private bool isGrounded = false;
public Transform groundCheck;
private float groundRadius = 0.2f;
public LayerMask whatIsGround;
private void Start()
{
anim = GetComponent<Animator>();
}
private void FixedUpdate()
{
isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
anim.SetBool ("Ground", isGrounded);
anim.SetFloat ("vSpeed", rigidbody2D.velocity.y);
if (!isGrounded)
return;
float move = Input.GetAxisRaw("Horizontal");
anim.SetFloat("Speed", Mathf.Abs(move));
GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
if(move > 0 && !isFacingRight)
Flip();
else if (move < 0 && isFacingRight)
Flip();
}
private void Update()
{
if (isGrounded && Input.GetKeyDown (KeyCode.W))
{
anim.SetBool("Ground", false);
rigidbody2D.AddForce(new Vector2(0, 600));
}
}
private void Flip()
{
isFacingRight = !isFacingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}