Brackeys / 2D-Character-Controller

Free 2D Character Controller for Unity.
https://youtu.be/dwcT-Dch0bA
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Crouch not working #28

Open Pong-chan opened 4 years ago

Pong-chan commented 4 years ago

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;
}

} `