using UnityEngine; using System.Collections; public class PlayerBehavior : MonoBehaviour { public float maxSpeed = 50.0f; // Jump Stuff public bool grounded = true; public Transform groundCheck; private float groundRadius = 0.1f; public LayerMask ground; public float jumpForce = 7.0f; private Rigidbody2D rb; private Animator anim; private bool facingRight = true; // Use this for initialization void Start() { rb = gameObject.GetComponent(); anim = gameObject.GetComponent(); gameObject.GetComponent().initText(gameObject.GetComponent().getHP()); } // Update is called once per frame void Update() { if (grounded && Input.GetAxis("Vertical") > 0.0f) { anim.SetBool("Ground", false); rb.AddForce(new Vector2(0, jumpForce)); } //for the shooting animations if (Input.GetButtonDown("Fire1")) { anim.SetBool("Shooting", true); } else { anim.SetBool("Shooting", false); } } void FixedUpdate() { grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, ground); anim.SetBool("Ground", grounded); anim.SetFloat("vSpeed", rb.velocity.y); float xMove = Input.GetAxis("Horizontal"); rb.velocity = new Vector2(xMove * maxSpeed, rb.velocity.y); if ((xMove < 0 && facingRight) || (xMove > 0 && !facingRight)) flip(); // Change animation according to user inputs anim.SetFloat("Speed", Mathf.Abs(xMove)); } public bool GetFacingRight() { return facingRight; } private void flip() { facingRight = !facingRight; Vector3 scale = transform.localScale; scale.x *= -1; transform.localScale = scale; } }