I'm making a 2D platformer with Unity. I used this video to write the code but with some little changes. I want to support both keyboard and gamepad, so I use the new Input System. I defined three variables called GroundedRememeber
, JumpPressedRemember
and JumpPressedRememberTime
and basically they work like timers and check if the player leaves the ground and if so, then the player can jump when it is near the ground without the need to touch it. These timers weren't working, so I added a new method called TryJump
and deleted some lines and now, the player is suspended in the air and moving upwards.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour, PlayerInputActions.IPlayerActions
{
private PlayerInputActions controls;
[SerializeField] LayerMask groundLayers;
private Rigidbody2D rb;
private Animator anim;
private bool facingRight = true;
private Vector2 moveInput;
[SerializeField] private float jumpForce;
float JumpPressedRemember = 0;
[SerializeField] float JumpPressedRememberTime = 0.2f;
float GroundedRemember = 0;
[SerializeField] float GroundedRememberTime = 0.25f;
[SerializeField] float HorizontalAcceleration = 1;
[SerializeField] [Range(0, 1)] float HorizontalDampingBasic = 0.5f;
[SerializeField] [Range(0, 1)] float HorizontalDampingWhenStopping = 0.5f;
[SerializeField] [Range(0, 1)] float HorizontalDampingWhenTurning = 0.5f;
[SerializeField] [Range(0, 1)] float JumpHeight = 0.5f;
private void Awake()
{
controls = new PlayerInputActions();
controls.Player.SetCallbacks(this);
}
void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
}
void PlayerInputActions.IPlayerActions.OnMove(InputAction.CallbackContext context)
{
moveInput = context.ReadValue<Vector2>();
}
bool TryJump() {
if (GroundedRemember > 0) {
Jump();
return true;
} else {
JumpPressedRemember = JumpPressedRememberTime;
return false;
}
}
void PlayerInputActions.IPlayerActions.OnJump(InputAction.CallbackContext context)
{
jumpForce = context.ReadValue<float>();
switch (context.phase) {
case InputActionPhase.Performed:
TryJump();
break;
}
}
void Jump() {
rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Force);
GroundedRemember = 0;
JumpPressedRemember = 0;
}
void FixedUpdate()
{
if(facingRight == false && moveInput.x > 0){
Flip();
}else if (facingRight == true && moveInput.x < 0){
Flip();
}
}
void Flip(){
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
void OnEnable()
{
controls.Enable();
}
void OnDisable()
{
controls.Disable();
}
void Update()
{
Vector2 GroundedBoxCheckPosition = (Vector2)transform.position + new Vector2(0, -0.01f);
Vector2 GroundedBoxCheckScale = (Vector2)transform.localScale + new Vector2(-0.02f, 0);
bool Grounded = Physics2D.OverlapBox(GroundedBoxCheckPosition, transform.localScale, 0, groundLayers);
JumpPressedRemember -= Time.deltaTime;
GroundedRemember -= Time.deltaTime;
if (Grounded) {
GroundedRemember = GroundedRememberTime;
}
if ((JumpPressedRemember > 0)) {
TryJump();
float HorizontalVelocity = rb.velocity.x;
HorizontalVelocity += moveInput.x;
if (Mathf.Abs(moveInput.x) < 0.01f)
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenStopping, Time.deltaTime * 10f);
else if (Mathf.Sign(moveInput.x) != Mathf.Sign(HorizontalVelocity))
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingWhenTurning, Time.deltaTime * 10f);
else
HorizontalVelocity *= Mathf.Pow(1f - HorizontalDampingBasic, Time.deltaTime * 10f);
rb.velocity = new Vector2(HorizontalVelocity, rb.velocity.y);
}
}
}