Movimiento de derecha, izquierda y salto hecho.

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player2D : MonoBehaviour
{
[Range(0.1f,5)] public float velocidadAlAndar = 1.0f;
[Range(0.1f, 15)] public float fuerzaDelSalto = 8f;
Rigidbody2D rb2d;
SpriteRenderer spriteRenderer;
Animator animator;
bool saltar = false;
// Start is called before the first frame update
void Start()
{
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
rb2d = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
/**
* nAnim:integer
* 0: idle
* 1: andar
*/
/*Moverse a la derecha*/
if (Input.GetKey(KeyCode.D))
{
if (spriteRenderer.flipX)
{
spriteRenderer.flipX = false;
}
animator.SetInteger("nAnim", 1);
transform.Translate(Time.deltaTime * velocidadAlAndar, 0.0f, 0.0f);
}
/*Moverse a la izquierda*/
if (Input.GetKey(KeyCode.A))
{
if (!spriteRenderer.flipX)
{
spriteRenderer.flipX = true;
}
animator.SetInteger("nAnim", 1);
transform.Translate(-Time.deltaTime * velocidadAlAndar, 0.0f, 0.0f);
}
/*Dejar de moverse hacia la izquierda o derecha*/
if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D))
{
animator.SetInteger("nAnim", 0);
}
/*Para saltar (usa las fisicas, asi que el control esta en FixedUpdate)*/
if (Input.GetKey(KeyCode.W) && animator.GetBool("enSuelo")) {
saltar = true;
animator.SetBool("enSuelo", false);
}
}
private void FixedUpdate()
{
/*He aumentado la gravedad a x2 (Edit->Proyect Settings->Physcics2D->Gravity->Y=..*2)*/
if (saltar) {
rb2d.velocity = new Vector2(rb2d.velocity.x, 0); //Impide que se acumule el impulso si tocas un suelo durante el impulso
rb2d.AddForce(Vector2.up * fuerzaDelSalto, ForceMode2D.Impulse);
saltar = false;
}
}
/*No olvidar poner a todas las plataformas que sean suelo la etiqueta "Suelo"*/
private void OnCollisionStay2D(Collision2D collision)
{
if (collision.gameObject.tag == "Suelo") {
animator.SetBool("enSuelo",true);
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.gameObject.tag == "Suelo")
{
animator.SetBool("enSuelo", false);
}
}
}
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