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Im trying to create the dash mechanic but its not working for some reason.
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › Im trying to create the dash mechanic but its not working for some reason.
- This topic has 2 replies, 3 voices, and was last updated 9 months, 2 weeks ago by Daikuna.
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February 7, 2024 at 7:24 am #13257::
Here is my code
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { [Header("Horizontal Movement Settings:")] [SerializeField] private float WalkSpeed = 1; [Space(5)] [Header("Vertical Movement Settings")] [SerializeField] private float JumpForce = 45; [SerializeField] private int JumpBufferFrames; [SerializeField] private float CoyoteTime; private int JumpBufferCounter = 0; private float CoyoteTimeCounter = 0; private int AirJumpCounter = 0; [SerializeField] private int MaxAirJumps = 1; [Space(5)] [Header("Dash Settings")] [SerializeField] private float DashSpeed; [SerializeField] private float DashTime; [SerializeField] private float DashCooldown; [Space(5)] //References Rigidbody2D rb; private float xAxis; public bool Grounded; private bool CanDash; private Animator anim; private PlayerStateList PState; private float Gravity; private bool Dashed; public static PlayerController Instance; void Start() { rb = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); PState = GetComponent<PlayerStateList>(); Gravity = rb.gravityScale; } void Update() { GetInputs(); UpdateJumpVariables(); if (PState.dashing) return; //Stops running the Update function short if player is dashing Move(); Jump(); Flip(); StartDash(); } void GetInputs() { xAxis = Input.GetAxisRaw("Horizontal"); } void Move() { rb.velocity = new Vector2(WalkSpeed * xAxis, rb.velocity.y); anim.SetBool("Walking", rb.velocity.x != 0 && Grounded == true); } void Jump() { if(Input.GetButtonUp("Jump") && rb.velocity.y > 0) { PState.jumping = false; rb.velocity = new Vector2(rb.velocity.x, 0); } if (!PState.jumping) { if (JumpBufferCounter > 0 && CoyoteTimeCounter > 0) { PState.jumping = true; rb.velocity = new Vector3(rb.velocity.x, JumpForce); } else if (!Grounded == true && AirJumpCounter < MaxAirJumps && Input.GetButtonDown("Jump")) { PState.jumping = true; AirJumpCounter++; rb.velocity = new Vector3(rb.velocity.x, JumpForce); } } anim.SetBool("Jumping", !Grounded == true); } void UpdateJumpVariables() { if (Grounded == true) { CoyoteTimeCounter = CoyoteTime; PState.jumping = false; AirJumpCounter = 0; } else { CoyoteTimeCounter -= Time.deltaTime; } if (Input.GetButtonDown("Jump")) { JumpBufferCounter = JumpBufferFrames; } else { JumpBufferCounter--; } } private void OnCollisionEnter2D(Collision2D other) { if (other.gameObject.CompareTag("Floor")) { Grounded = true; } } private void OnCollisionExit2D(Collision2D other) { if (other.gameObject.CompareTag("Floor")) { Grounded = false; } } void Flip() { if (xAxis < 0) { transform.localScale = new Vector2(-1, transform.localScale.y); } else if (xAxis > 0) { transform.localScale = new Vector2(1, transform.localScale.y); } } private void Awake() { if(Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } } IEnumerator Dash() //the dash action the player performs { CanDash = false; PState.dashing = true; anim.SetTrigger("Dashing"); rb.gravityScale = 0; rb.velocity = new Vector2(transform.localScale.x * DashSpeed, 0); yield return new WaitForSeconds(DashTime); rb.gravityScale = Gravity; PState.dashing = false; yield return new WaitForSeconds(DashCooldown); CanDash = true; } void StartDash() { if(Input.GetButtonDown("Dash") && CanDash && !Dashed) { StartCoroutine(Dash()); Dashed = true; } if (Grounded == true) { Dashed = false; } } }
I used a different method for the groundcheck in case you’re wondering.
February 8, 2024 at 12:13 am #13261::Can you add the highlighted lines below and show me what the Console displays when you dash?
IEnumerator Dash() //the dash action the player performs { CanDash = false; PState.dashing = true; anim.SetTrigger("Dashing"); rb.gravityScale = 0; rb.velocity = new Vector2(transform.localScale.x * DashSpeed, 0); print("Dash coroutine"); yield return new WaitForSeconds(DashTime); rb.gravityScale = Gravity; PState.dashing = false; print("Dash end"); yield return new WaitForSeconds(DashCooldown); CanDash = true; print("Dash cooled down"); } void StartDash() { if(Input.GetButtonDown("Dash") && CanDash && !Dashed) { print("Dash starting"); StartCoroutine(Dash()); Dashed = true; } if (Grounded == true) { Dashed = false; } }
February 9, 2024 at 1:36 am #13267 -
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