private void GroundCheker()
{
Vector3 chechSpherePos = new Vector3(transform.position.x, transform.position.y + _sphereOffSet, transform.position.z);
_isGround = Physics.CheckSphere(chechSpherePos, _sphereCheckRad, _groundMask);
}
//private void OnDrawGizmos() //visDebug
//{
// Gizmos.color = Color.red;
// Gizmos.DrawSphere(transform.position + Vector3.up * _sphereOffSet, _sphereCheckRad);
//}
using Unity.Netcode;
using UnityEngine;
public class Owner : NetworkBehaviour
{
[SerializeField]MeshRenderer _mR;
private void Start()
{
if (IsOwner) HideModel();
}
void HideModel()
{
_mR = GetComponent<MeshRenderer>();
_mR.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
}
}
public IEnumerator Enumsdsdsdsd()
{
yield return new WaitForSeconds(0); // если будет тут то все запустится с первым апдейтом
for (int i = 0; i < playedXTimes; i++)
{
audioSource.clip = music; // это скорее всего не надо
audioSource.PlayOneShot(music);
}
yield return new WaitForSeconds(0); //если тут то все запустится при старте
}
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);
}