using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerControler : MonoBehaviour
{
Rigidbody2D rb;
bool isGround = false;
public float maxSpeed = 10f;
private bool isFacingRight = true;
private Animator anim;
public BoxCollider2D[] col9;
public CapsuleCollider2D col3;
void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
col9 = GetComponents<BoxCollider2D>();
col3 = GetComponent<CapsuleCollider2D>();
kuk();
}
void OnTriggerStay2D(Collider2D col)
{
if (col.tag == "ground") isGround = true;
}
void OnTriggerExit2D(Collider2D col)
{
if (col.tag == "ground") isGround = false;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space) && isGround)
{
puk();
anim.SetBool("jump", true);
}
}
void FixedUpdate()
{
rb.velocity = new Vector2(Input.GetAxis("Horizontal") * 6f, rb.velocity.y);
float move = Input.GetAxis("Horizontal");
anim.SetFloat("Speed", Mathf.Abs(move));
if (move > 0 && !isFacingRight)
Flip();
else if (move < 0 && isFacingRight)
Flip();
rb.velocity = new Vector2(move * maxSpeed, rb.velocity.y);
anim.SetBool("jump", isGround);
if (!isGround)
return;
}
void puk()
{
rb.AddForce(transform.up * 10f, ForceMode2D.Impulse);
}
void kuk()
{
col9[0].offset = new Vector2(0f, -0.41f);
col9[1].offset = new Vector2(0f, -0.08f);
col3.offset = new Vector2(0f, 0.29f);
}
private void Flip()
{
isFacingRight = !isFacingRight;
transform.Rotate(0, 180, 0);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class transition : MonoBehaviour
{
public GameObject came;
public GameObject charter;
public GameObject txt;
public GameObject move1;
public GameObject[] cames;
int wer = 5;
bool bol;
Vector2 vec;
Vector3 came1;
Vector3 came2;
private void Start()
{
StartCoroutine(fuk());
bol = cames[0].GetComponent<camemove31>().bol;
came1 = new Vector3(0f, 0f, 0f);
came2 = new Vector3(3.93f, 0f, 0f);
}
private void Update()
{
Debug.Log(wer);
if (bol == true)
{
cames[2].SetActive(false);
cames[3].SetActive(true);
}
if (bol == false)
{
cames[2].SetActive(true);
cames[3].SetActive(false);
}
if (came.transform.position == came1)
bol = true;
if (came.transform.position == came2)
bol = false;
}
IEnumerator fuk()
{
txt.SetActive(true);
yield return new WaitForSeconds(5f);
txt.SetActive(false);
}
IEnumerator dick()
{
this.gameObject.GetComponent<Animator>().enabled = false;
yield return new WaitForSeconds(0.1f);
this.gameObject.GetComponent<Animator>().enabled = true;
}
void OnTriggerEnter2D(Collider2D col)
{
if (col.gameObject.name == "set5")
{
kok();
came.transform.position = vec;
if (wer == 4)
{
wer--;
return;
}
if (wer == 3)
{
wer--;
return;
}
if (wer != 4 || wer != 3)
wer = 5;
}
if (col.gameObject.name == "wall3")
{
StartCoroutine(dick());
charter.transform.position = new Vector3(12.456f, -2.817f, 90f);
came.transform.position = came2;
if (wer == 5)
{
wer--;
return;
}
if (wer == 1)
SceneManager.LoadScene("Level4");
if (wer != 5 || wer != 1)
wer = 5;
}
if (col.gameObject.name == "wall4")
{
StartCoroutine(dick());
charter.transform.position = new Vector3(-8.527035f, -2.821f, 90f);
came.transform.position = came1;
if (wer == 2)
{
wer--;
return;
}
if (wer != 2)
wer = 5;
}
if (col.gameObject.name == "cametrig")
{
cames[0].SetActive(true);
}
if (col.gameObject.name == "cametrig2")
{
cames[1].SetActive(true);
}
}
void OnTriggerStay2D(Collider2D col)
{
if (col.gameObject.name == "set5")
{
kok();
came.transform.position = vec;
}
}
void OnTriggerExit2D(Collider2D col)
{
if (col.gameObject.name == "set5")
{
charter.transform.position = new Vector3(-7.62f, 2.79f, 90f);
move1.SetActive(true);
}
}
void kok()
{
vec = charter.transform.position;
}
}
if (move > 0 && !isFacingRight || move < 0 && isFacingRight)
{
Flip();
}
if (!isGround)
return;