类银河恶魔城游戏 P16

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
    private Rigidbody2D rb;

    private Animator anim;
    [SerializeField] private float moveSpeed;
    [SerializeField] private float jumpForce;
    private float xInput;
    private int facingDir = 1;
    private bool facingRight = true;


    [Header("Collision info")]
    [SerializeField] private float groundCheckDistance;
    [SerializeField] private LayerMask whatIsGround;
    private bool isGrounded;

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponentInChildren<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
        Movement();
        CheckInput();

        CollisionChecks();

        FlipController();
        AnimatorController();

    }

    private void CollisionChecks()
    {
        isGrounded = Physics2D.Raycast(transform.position, Vector2.down, groundCheckDistance, whatIsGround);
    }

    private void CheckInput()
    {
        xInput = Input.GetAxisRaw("Horizontal");

        if (Input.GetKeyDown(KeyCode.Space))
        {
            Jump();
        }
    }

    private void Movement()
    {
        rb.velocity = new Vector2(xInput * moveSpeed, rb.velocity.y);
    }
    private void Jump()
    {
        if(isGrounded)
        rb.velocity = new Vector2(rb.velocity.x, jumpForce);
    }
    

    private void AnimatorController()
    {
        bool isMoving = rb.velocity.x != 0;
        anim.SetBool("isMoving", isMoving);
    }

    private void Flip()
    {
        facingDir = facingDir * -1;
        facingRight = !facingRight;
        transform.Rotate(0, 180, 0);
    }

    private void FlipController()
    {
        if (rb.velocity.x > 0 && !facingRight)
            Flip();
        if (rb.velocity.x < 0 && facingRight)
            Flip();
    }

    private void onDrawGizmos()
    {
        Gizmos.DrawLine(transform.position, new Vector3(transform.position.x, transform.position.y - groundCheckDistance));
    }
}

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