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using UnityEngine;

public class PlayerMovement : MonoBehaviour


{
[SerializeField] private float speed;
private Rigidbody2D body;
private Animator anim;
private bool grounded;

private void Awake()


{
body = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();

private void Update()


{
float HorizontalInput = Input.GetAxis("Horizontal");
body.velocity = new Vector2(Input.GetAxis ("Horizontal") * speed,
body.velocity.y);

if(HorizontalInput > 0.01f)


transform.localScale = Vector2.one;
else if (HorizontalInput < -0.01f)
transform.localScale = new Vector3(-1, 1, 1);

if (Input.GetKey(KeyCode.Space) && grounded )


body.velocity = new Vector2(body.velocity.x, speed);

anim.SetBool("run", HorizontalInput != 0);


anim.SetBool("grounded", grounded);
}

private void Jump()


{
body.velocity = new Vector2(body.velocity.x, speed);
grounded = false;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Ground")
grounded = true;
}

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