Code : Tout sélectionner
float characterVelocity = Mathf.Abs(r2d.velocity.x);
animator.SetFloat("Speed", r2d.velocity.x);
Code : Tout sélectionner
void FixedUpdate()
{
Bounds colliderBounds = mainCollider.bounds;
Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, 0.1f, 0);
// Check if player is grounded
isGrounded = Physics2D.OverlapCircle(groundCheckPos, 0.23f, layerMask);
// Apply movement velocity
r2d.velocity = new Vector2((moveDirection) * maxSpeed, r2d.velocity.y);
// Simple debug
Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, 0.23f, 0), isGrounded ? Color.green : Color.red);
}
}