private void PlayerRotating()
{
transform.rotation = Quaternion.Euler(0,_yaw , 0);
_camHolder.localRotation = Quaternion.Euler(_pitch, 0, 0); //_camHolder камера
}
private void InputRead()
{
_yaw += Input.GetAxis("Mouse X")*_speedRotate*Time.deltaTime;
_pitch -= Input.GetAxis("Mouse Y")*_speedRotate * Time.deltaTime;
}
rb = GetComponent(); //какой?
rb = GetComponent<Rigidbody2D>(); // надо
moveInput = Input.GetAxis("Horizontal");
using UnityEngine;
public class PlayerController : MonoBehaviour
{
private Rigidbody2D _rb2d;
[SerializeField] private float _speed=2f;
private float _inputX;
private Vector2 _moveDir;
private void Start()
{
_rb2d = GetComponent<Rigidbody2D>();
}
private void Update()
{
_inputX = Input.GetAxis("Horizontal");
}
private void FixedUpdate()
{
_moveDir = transform.right * _inputX;
//_moveDir.y = _rb2d. linearVelocity.y // падение и прыжек пока выкл
_rb2d.linearVelocity= _moveDir*_speed;
}
}
public void SetTarget(Transform target)
{
player = target;
}
GameObject newEnemy = Instantiate(_enemy.gameObject);
newEnemy.GetComponent<Enemy>().SetTarget(_player.transform);
Transform player == (Player)pl.gameObject.transform
Transform enemy ==this.transform == enemyObject.transform
//public static List listName = new List();
public static List<char> listName = new List<char>(); //тут можно даж var listName = new List<char>();
//var Array.....
char[] Array....
void Update()
{
if (Input.GetKeyDown(KeyCode.Space)) Jump();
}
void Jump()
{
rb.AddForce(transform.up*jumpForce, ForceMode2D.Impulse);
}
using UnityEngine;
using UnityEngine.UI;
public class Calk : MonoBehaviour
{
float num1;
float num2;
Text button1;
Text button2;
void TextButtonLableUpdate()
{
button1.text = num1.ToString();
button2.text = num2.ToString();
}
public void MinAndSum()
{
float a = num1 + num2;
num2 -= num1;
num1 = a;
TextButtonLableUpdate();
}
}
using System.Collections;
using UnityEngine;
public class JumpPad : MonoBehaviour
{
[SerializeField]GameObject _platform;
[SerializeField] float _platformSpeed;
bool _canMove;
[SerializeField] float _timeToMove;
[SerializeField]Vector3 _nextPos;
private void Update()
{
if (_canMove) MovePlatform(_nextPos);
}
public void SetGo()
{
StartCoroutine(SetGoCor());
}
IEnumerator SetGoCor()
{
//тут можно сменить таргет примерно что у тебя есть
///if(platform.transform.position == startPoint.position) _targetPos=endPoint.position;
//else _targetPos=startPoint.position;
yield return new WaitForSeconds(_timeToMove);
_canMove=true;
}
void MovePlatform(Vector3 targetPos)
{
if (_platform.transform.position != targetPos)
{
_platform.transform.position = Vector3.MoveTowards(_platform.transform.position, targetPos, _platformSpeed * Time.deltaTime);
}
else {
_canMove = false;
SetGo();
}
}
}
void Start
{
timer=delay;
}
void FixedUpdate()
{
if(startTimer)
{
timer = timer - Time.fixedDeltaTime;
if(timer <=0)
{
startTimer =false;
timer=delay;
}
}
}
else if (Vector2.Distance(transform.position, player.position) < stoppingdistance && (Vector2.Distance(transform.position, player.position) > retreatDistance))
{
transform.position = this.transform.position;
}
else if (Vector2.Distance(transform.position, player.position) < retreatDistance)
{
transform.position = Vector2.MoveTowards(transform.position, player.position, -speed * Time.deltaTime);
}
float dist=Vector2.Distance(transform.position,player.position);
if(dist>stoppingdistance)transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
else if(dist<retreatDistance) transform.position = Vector2.MoveTowards(transform.position, player.position*-Vector2.one, speed * Time.deltaTime); //тут надо смотреть на игра сбоку или вид с верху
public PhysicMaterial _defaultMaterial; // стандартный материал
public PhysicMaterial _materialWhenJumping; //матетериал для воздуха
CharacterCollider = GetComponent<Collider>(); //получаем коллайдер перса
CharacterCollider.material = _defaultMaterial; //<-меняем материал коллайдера