using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharController : MonoBehaviour
{
public Rigidbody2D rb2d;
public float playerSpeed;
public float jumpPower;
public int directionInput;
public bool groundCheck;
public bool facingRight = true;
public Animator _animator;
public bool AnimTest;
public int lvl;
void Start()
{
rb2d = GetComponent<Rigidbody2D>();
_animator = GetComponent<Animator>();
}
void Update()
{
if ((directionInput < 0) && (facingRight))
{
Flip();
}
if ((directionInput > 0) && (!facingRight))
{
Flip();
}
}
public void Save()
{
string key = “LvlNomer”;
PlayerPrefs.SetInt(key, this.lvl);
PlayerPrefs.Save();
}
public void Anim_run()
{
AnimTest = true;
_animator.SetBool("Anim", AnimTest);
}
public void Anim_stop()
{
AnimTest = false;
_animator.SetBool("Anim", AnimTest);
}
void FixedUpdate()
{
rb2d.velocity = new Vector2(playerSpeed * directionInput, rb2d.velocity.y);
}
public void Move(int InputAxis)
{
directionInput = InputAxis;
}
public void Jump(bool isJump)
{
isJump = groundCheck;
if (groundCheck)
{
rb2d.velocity = new Vector2(rb2d.velocity.x, jumpPower);
}
}
void OnTriggerStay2D(Collider2D col)
{
if (col.tag == "ground") groundCheck = true;
}
void OnTriggerExit2D(Collider2D col)
{
if (col.tag == "ground") groundCheck = false;
}
void Flip()
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}