using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
public class PlayerHareket : MonoBehaviour
{
Rigidbody2D rb;
[SerializeField]
Transform ZeminKontrolNoktasi;
[SerializeField]
Animator anim;
public LayerMask zeminMaske;
public float hareketHizi;
public float ziplamaGucu;
bool zemindemi;
bool ikincikezziplasinmi;
void Awake()
{
rb = GetComponent<Rigidbody2D>();
}
private void Update()
{
HareketEt();
ZiplaFNC();
anim.SetBool("zemindemi", zemindemi);
anim.SetFloat("hareketHizi", Mathf.Abs(rb.velocity.x));
}
void HareketEt()
{
float h = Input.GetAxis("Horizontal");
rb.velocity = new Vector2(h* hareketHizi, rb.velocity.y);
if(rb.velocity.x<0)
{
transform.localScale=new Vector3(-1,1,1);
}
else if (rb.velocity.x>0)
{
transform.localScale= Vector3.one;
}
}
void ZiplaFNC()
{
zemindemi = Physics2D.OverlapCircle(ZeminKontrolNoktasi.position, .2F, zeminMaske);
if (Input.GetButtonDown("Jump") && (zemindemi || ikincikezziplasinmi))
{
if (zemindemi)
{
ikincikezziplasinmi = true;
}
else
{
ikincikezziplasinmi = false;
}
rb.velocity=new Vector2(rb.velocity.x, ziplamaGucu);
}
}
}