├── .gitattributes ├── Assets ├── Sprites │ ├── zerox4sheet.png │ ├── White Square.png │ ├── zero_wallRun.png │ ├── Zero Spritesheet.png │ ├── White Square.png.meta │ └── zero_wallRun.png.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity.meta │ └── SampleScene.unity ├── Scripts.meta ├── Sprites.meta ├── Animations.meta ├── Physics Materials.meta ├── Animations │ ├── Fall.anim.meta │ ├── Idle.anim.meta │ ├── Jump.anim.meta │ ├── Run.anim.meta │ ├── DashFinish.anim.meta │ ├── DashStart.anim.meta │ ├── Landing.anim.meta │ ├── WallGrab.anim.meta │ ├── WallRun.anim.meta │ ├── Player.controller.meta │ ├── Landing.anim │ ├── Jump.anim │ ├── DashFinish.anim │ ├── Idle.anim │ ├── WallGrab.anim │ ├── DashStart.anim │ ├── Fall.anim │ ├── WallRun.anim │ ├── Run.anim │ └── Player.controller ├── Physics Materials │ ├── Slippery.physicsMaterial2D.meta │ └── Slippery.physicsMaterial2D └── Scripts │ ├── Movement2D.cs.meta │ └── Movement2D.cs ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── NetworkManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── UserSettings └── EditorUserSettings.asset ├── .gitignore ├── Packages ├── manifest.json └── packages-lock.json └── LICENSE /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /Assets/Sprites/zerox4sheet.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tactical-Programmer/2D-MOVEMENT/HEAD/Assets/Sprites/zerox4sheet.png -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2020.1.6f1 2 | m_EditorVersionWithRevision: 2020.1.6f1 (fc477ca6df10) 3 | -------------------------------------------------------------------------------- /Assets/Sprites/White Square.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tactical-Programmer/2D-MOVEMENT/HEAD/Assets/Sprites/White Square.png -------------------------------------------------------------------------------- /Assets/Sprites/zero_wallRun.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tactical-Programmer/2D-MOVEMENT/HEAD/Assets/Sprites/zero_wallRun.png -------------------------------------------------------------------------------- /Assets/Sprites/Zero Spritesheet.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tactical-Programmer/2D-MOVEMENT/HEAD/Assets/Sprites/Zero Spritesheet.png -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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-------------------------------------------------------------------------------- /Assets/Scripts/Movement2D.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | //////////SETUP INSTRUCTIONS////////// 6 | //Attach this script a RigidBody2D to the player GameObject 7 | //Set Body type to Dynamic, Collision detection to continuous and Freeze Z rotation 8 | //Add a 2D Collider (Any will do, but 2D box collider) 9 | //Define the ground and wall mask layers (In the script and in the GameObjects) 10 | //Adjust and play around with the other variables (Some require you to activate gizmos in order to visualize) 11 | 12 | public class Movement2D : MonoBehaviour 13 | { 14 | [Header("Components")] 15 | private Rigidbody2D _rb; 16 | private Animator _anim; 17 | 18 | [Header("Layer Masks")] 19 | [SerializeField] private LayerMask _groundLayer; 20 | [SerializeField] private LayerMask _wallLayer; 21 | [SerializeField] private LayerMask _cornerCorrectLayer; 22 | 23 | [Header("Movement Variables")] 24 | [SerializeField] private float _movementAcceleration = 70f; 25 | [SerializeField] private float _maxMoveSpeed = 12f; 26 | [SerializeField] private float _groundLinearDrag = 7f; 27 | private float _horizontalDirection; 28 | private float _verticalDirection; 29 | private bool _changingDirection => (_rb.velocity.x > 0f && _horizontalDirection < 0f) || (_rb.velocity.x < 0f && _horizontalDirection > 0f); 30 | private bool _facingRight = true; 31 | private bool _canMove => !_wallGrab; 32 | 33 | [Header("Jump Variables")] 34 | [SerializeField] private float _jumpForce = 12f; 35 | [SerializeField] private float _airLinearDrag = 2.5f; 36 | [SerializeField] private float _fallMultiplier = 8f; 37 | [SerializeField] private float _lowJumpFallMultiplier = 5f; 38 | [SerializeField] private float _downMultiplier = 12f; 39 | [SerializeField] private int _extraJumps = 1; 40 | [SerializeField] private float _hangTime = .1f; 41 | [SerializeField] private float _jumpBufferLength = .1f; 42 | private int _extraJumpsValue; 43 | private float _hangTimeCounter; 44 | private float _jumpBufferCounter; 45 | private bool _canJump => _jumpBufferCounter > 0f && (_hangTimeCounter > 0f || _extraJumpsValue > 0 || _onWall); 46 | private bool _isJumping = false; 47 | 48 | [Header("Wall Movement Variables")] 49 | [SerializeField] private float _wallSlideModifier = 0.5f; 50 | [SerializeField] private float _wallRunModifier = 0.85f; 51 | [SerializeField] private float _wallJumpXVelocityHaltDelay = 0.2f; 52 | private bool _wallGrab => _onWall && !_onGround && Input.GetButton("WallGrab") && !_wallRun; 53 | private bool _wallSlide => _onWall && !_onGround && !Input.GetButton("WallGrab") && _rb.velocity.y < 0f && !_wallRun; 54 | private bool _wallRun => _onWall && _verticalDirection > 0f; 55 | 56 | [Header("Dash Variables")] 57 | [SerializeField] private float _dashSpeed = 15f; 58 | [SerializeField] private float _dashLength = .3f; 59 | [SerializeField] private float _dashBufferLength = .1f; 60 | private float _dashBufferCounter; 61 | private bool _isDashing; 62 | private bool _hasDashed; 63 | private bool _canDash => _dashBufferCounter > 0f && !_hasDashed; 64 | 65 | [Header("Ground Collision Variables")] 66 | [SerializeField] private float _groundRaycastLength; 67 | [SerializeField] private Vector3 _groundRaycastOffset; 68 | private bool _onGround; 69 | 70 | [Header("Wall Collision Variables")] 71 | [SerializeField] private float _wallRaycastLength; 72 | private bool _onWall; 73 | private bool _onRightWall; 74 | 75 | [Header("Corner Correction Variables")] 76 | [SerializeField] private float _topRaycastLength; 77 | [SerializeField] private Vector3 _edgeRaycastOffset; 78 | [SerializeField] private Vector3 _innerRaycastOffset; 79 | private bool _canCornerCorrect; 80 | 81 | private void Start() 82 | { 83 | _rb = GetComponent(); 84 | _anim = GetComponent(); 85 | } 86 | 87 | private void Update() 88 | { 89 | _horizontalDirection = GetInput().x; 90 | _verticalDirection = GetInput().y; 91 | if (Input.GetButtonDown("Jump")) _jumpBufferCounter = _jumpBufferLength; 92 | else _jumpBufferCounter -= Time.deltaTime; 93 | if (Input.GetButtonDown("Dash")) _dashBufferCounter = _dashBufferLength; 94 | else _dashBufferCounter -= Time.deltaTime; 95 | Animation(); 96 | } 97 | 98 | private void FixedUpdate() 99 | { 100 | CheckCollisions(); 101 | if (_canDash) StartCoroutine(Dash(_horizontalDirection, _verticalDirection)); 102 | if (!_isDashing) 103 | { 104 | if (_canMove) MoveCharacter(); 105 | else _rb.velocity = Vector2.Lerp(_rb.velocity, (new Vector2(_horizontalDirection * _maxMoveSpeed, _rb.velocity.y)), .5f * Time.deltaTime); 106 | if (_onGround) 107 | { 108 | ApplyGroundLinearDrag(); 109 | _extraJumpsValue = _extraJumps; 110 | _hangTimeCounter = _hangTime; 111 | _hasDashed = false; 112 | } 113 | else 114 | { 115 | ApplyAirLinearDrag(); 116 | FallMultiplier(); 117 | _hangTimeCounter -= Time.fixedDeltaTime; 118 | if (!_onWall || _rb.velocity.y < 0f || _wallRun) _isJumping = false; 119 | } 120 | if (_canJump) 121 | { 122 | if (_onWall && !_onGround) 123 | { 124 | if (!_wallRun && (_onRightWall && _horizontalDirection > 0f || !_onRightWall && _horizontalDirection < 0f)) 125 | { 126 | StartCoroutine(NeutralWallJump()); 127 | } 128 | else 129 | { 130 | WallJump(); 131 | } 132 | Flip(); 133 | } 134 | else 135 | { 136 | Jump(Vector2.up); 137 | } 138 | } 139 | if (!_isJumping) 140 | { 141 | if (_wallSlide) WallSlide(); 142 | if (_wallGrab) WallGrab(); 143 | if (_wallRun) WallRun(); 144 | if (_onWall) StickToWall(); 145 | } 146 | } 147 | if (_canCornerCorrect) CornerCorrect(_rb.velocity.y); 148 | } 149 | 150 | private Vector2 GetInput() 151 | { 152 | return new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); 153 | } 154 | 155 | private void MoveCharacter() 156 | { 157 | _rb.AddForce(new Vector2(_horizontalDirection, 0f) * _movementAcceleration); 158 | 159 | if (Mathf.Abs(_rb.velocity.x) > _maxMoveSpeed) 160 | _rb.velocity = new Vector2(Mathf.Sign(_rb.velocity.x) * _maxMoveSpeed, _rb.velocity.y); 161 | } 162 | 163 | private void ApplyGroundLinearDrag() 164 | { 165 | if (Mathf.Abs(_horizontalDirection) < 0.4f || _changingDirection) 166 | { 167 | _rb.drag = _groundLinearDrag; 168 | } 169 | else 170 | { 171 | _rb.drag = 0f; 172 | } 173 | } 174 | 175 | private void ApplyAirLinearDrag() 176 | { 177 | _rb.drag = _airLinearDrag; 178 | } 179 | 180 | private void Jump(Vector2 direction) 181 | { 182 | if (!_onGround && !_onWall) 183 | _extraJumpsValue--; 184 | 185 | ApplyAirLinearDrag(); 186 | _rb.velocity = new Vector2(_rb.velocity.x, 0f); 187 | _rb.AddForce(direction * _jumpForce, ForceMode2D.Impulse); 188 | _hangTimeCounter = 0f; 189 | _jumpBufferCounter = 0f; 190 | _isJumping = true; 191 | } 192 | 193 | private void WallJump() 194 | { 195 | Vector2 jumpDirection = _onRightWall ? Vector2.left : Vector2.right; 196 | Jump(Vector2.up + jumpDirection); 197 | } 198 | 199 | IEnumerator NeutralWallJump() 200 | { 201 | Vector2 jumpDirection = _onRightWall ? Vector2.left : Vector2.right; 202 | Jump(Vector2.up + jumpDirection); 203 | yield return new WaitForSeconds(_wallJumpXVelocityHaltDelay); 204 | _rb.velocity = new Vector2(0f, _rb.velocity.y); 205 | } 206 | 207 | private void FallMultiplier() 208 | { 209 | if (_verticalDirection < 0f) 210 | { 211 | _rb.gravityScale = _downMultiplier; 212 | } 213 | else 214 | { 215 | if (_rb.velocity.y < 0) 216 | { 217 | _rb.gravityScale = _fallMultiplier; 218 | } 219 | else if (_rb.velocity.y > 0 && !Input.GetButton("Jump")) 220 | { 221 | _rb.gravityScale = _lowJumpFallMultiplier; 222 | } 223 | else 224 | { 225 | _rb.gravityScale = 1f; 226 | } 227 | } 228 | } 229 | 230 | void WallGrab() 231 | { 232 | _rb.gravityScale = 0f; 233 | _rb.velocity = Vector2.zero; 234 | } 235 | 236 | void WallSlide() 237 | { 238 | _rb.velocity = new Vector2(_rb.velocity.x, -_maxMoveSpeed * _wallSlideModifier); 239 | } 240 | 241 | void WallRun() 242 | { 243 | _rb.velocity = new Vector2(_rb.velocity.x, _verticalDirection * _maxMoveSpeed * _wallRunModifier); 244 | } 245 | 246 | void StickToWall() 247 | { 248 | //Push player torwards wall 249 | if (_onRightWall && _horizontalDirection >= 0f) 250 | { 251 | _rb.velocity = new Vector2(1f, _rb.velocity.y); 252 | } 253 | else if (!_onRightWall && _horizontalDirection <= 0f) 254 | { 255 | _rb.velocity = new Vector2(-1f, _rb.velocity.y); 256 | } 257 | 258 | //Face correct direction 259 | if (_onRightWall && !_facingRight) 260 | { 261 | Flip(); 262 | } 263 | else if (!_onRightWall && _facingRight) 264 | { 265 | Flip(); 266 | } 267 | } 268 | 269 | void Flip() 270 | { 271 | _facingRight = !_facingRight; 272 | transform.Rotate(0f, 180f, 0f); 273 | } 274 | 275 | IEnumerator Dash(float x, float y) 276 | { 277 | float dashStartTime = Time.time; 278 | _hasDashed = true; 279 | _isDashing = true; 280 | _isJumping = false; 281 | 282 | _rb.velocity = Vector2.zero; 283 | _rb.gravityScale = 0f; 284 | _rb.drag = 0f; 285 | 286 | Vector2 dir; 287 | if (x != 0f || y != 0f) dir = new Vector2(x,y); 288 | else 289 | { 290 | if (_facingRight) dir = new Vector2(1f, 0f); 291 | else dir = new Vector2(-1f, 0f); 292 | } 293 | 294 | while (Time.time < dashStartTime + _dashLength) 295 | { 296 | _rb.velocity = dir.normalized * _dashSpeed; 297 | yield return null; 298 | } 299 | 300 | _isDashing = false; 301 | } 302 | 303 | void Animation() 304 | { 305 | if (_isDashing) 306 | { 307 | _anim.SetBool("isDashing", true); 308 | _anim.SetBool("isGrounded", false); 309 | _anim.SetBool("isFalling", false); 310 | _anim.SetBool("WallGrab", false); 311 | _anim.SetBool("isJumping", false); 312 | _anim.SetFloat("horizontalDirection", 0f); 313 | _anim.SetFloat("verticalDirection", 0f); 314 | } 315 | else 316 | { 317 | _anim.SetBool("isDashing", false); 318 | 319 | if ((_horizontalDirection < 0f && _facingRight || _horizontalDirection > 0f && !_facingRight) && !_wallGrab && !_wallSlide) 320 | { 321 | Flip(); 322 | } 323 | if (_onGround) 324 | { 325 | _anim.SetBool("isGrounded", true); 326 | _anim.SetBool("isFalling", false); 327 | _anim.SetBool("WallGrab", false); 328 | _anim.SetFloat("horizontalDirection", Mathf.Abs(_horizontalDirection)); 329 | } 330 | else 331 | { 332 | _anim.SetBool("isGrounded", false); 333 | } 334 | if (_isJumping) 335 | { 336 | _anim.SetBool("isJumping", true); 337 | _anim.SetBool("isFalling", false); 338 | _anim.SetBool("WallGrab", false); 339 | _anim.SetFloat("verticalDirection", 0f); 340 | } 341 | else 342 | { 343 | _anim.SetBool("isJumping", false); 344 | 345 | if (_wallGrab || _wallSlide) 346 | { 347 | _anim.SetBool("WallGrab", true); 348 | _anim.SetBool("isFalling", false); 349 | _anim.SetFloat("verticalDirection", 0f); 350 | } 351 | else if (_rb.velocity.y < 0f) 352 | { 353 | _anim.SetBool("isFalling", true); 354 | _anim.SetBool("WallGrab", false); 355 | _anim.SetFloat("verticalDirection", 0f); 356 | } 357 | if (_wallRun) 358 | { 359 | _anim.SetBool("isFalling", false); 360 | _anim.SetBool("WallGrab", false); 361 | _anim.SetFloat("verticalDirection", Mathf.Abs(_verticalDirection)); 362 | } 363 | } 364 | } 365 | } 366 | 367 | void CornerCorrect(float Yvelocity) 368 | { 369 | //Push player to the right 370 | RaycastHit2D _hit = Physics2D.Raycast(transform.position - _innerRaycastOffset + Vector3.up * _topRaycastLength,Vector3.left, _topRaycastLength, _cornerCorrectLayer); 371 | if (_hit.collider != null) 372 | { 373 | float _newPos = Vector3.Distance(new Vector3(_hit.point.x, transform.position.y, 0f) + Vector3.up * _topRaycastLength, 374 | transform.position - _edgeRaycastOffset + Vector3.up * _topRaycastLength); 375 | transform.position = new Vector3(transform.position.x + _newPos, transform.position.y, transform.position.z); 376 | _rb.velocity = new Vector2(_rb.velocity.x, Yvelocity); 377 | return; 378 | } 379 | 380 | //Push player to the left 381 | _hit = Physics2D.Raycast(transform.position + _innerRaycastOffset + Vector3.up * _topRaycastLength, Vector3.right, _topRaycastLength, _cornerCorrectLayer); 382 | if (_hit.collider != null) 383 | { 384 | float _newPos = Vector3.Distance(new Vector3(_hit.point.x, transform.position.y, 0f) + Vector3.up * _topRaycastLength, 385 | transform.position + _edgeRaycastOffset + Vector3.up * _topRaycastLength); 386 | transform.position = new Vector3(transform.position.x - _newPos, transform.position.y, transform.position.z); 387 | _rb.velocity = new Vector2(_rb.velocity.x, Yvelocity); 388 | } 389 | } 390 | 391 | private void CheckCollisions() 392 | { 393 | //Ground Collisions 394 | _onGround = Physics2D.Raycast(transform.position + _groundRaycastOffset, Vector2.down, _groundRaycastLength, _groundLayer) || 395 | Physics2D.Raycast(transform.position - _groundRaycastOffset, Vector2.down, _groundRaycastLength, _groundLayer); 396 | 397 | //Corner Collisions 398 | _canCornerCorrect = Physics2D.Raycast(transform.position + _edgeRaycastOffset, Vector2.up, _topRaycastLength, _cornerCorrectLayer) && 399 | !Physics2D.Raycast(transform.position + _innerRaycastOffset, Vector2.up, _topRaycastLength, _cornerCorrectLayer) || 400 | Physics2D.Raycast(transform.position - _edgeRaycastOffset, Vector2.up, _topRaycastLength, _cornerCorrectLayer) && 401 | !Physics2D.Raycast(transform.position - _innerRaycastOffset, Vector2.up, _topRaycastLength, _cornerCorrectLayer); 402 | 403 | //Wall Collisions 404 | _onWall = Physics2D.Raycast(transform.position, Vector2.right, _wallRaycastLength, _wallLayer) || 405 | Physics2D.Raycast(transform.position, Vector2.left, _wallRaycastLength, _wallLayer); 406 | _onRightWall = Physics2D.Raycast(transform.position, Vector2.right, _wallRaycastLength, _wallLayer); 407 | } 408 | 409 | private void OnDrawGizmos() 410 | { 411 | Gizmos.color = Color.green; 412 | 413 | //Ground Check 414 | Gizmos.DrawLine(transform.position + _groundRaycastOffset, transform.position + _groundRaycastOffset + Vector3.down * _groundRaycastLength); 415 | Gizmos.DrawLine(transform.position - _groundRaycastOffset, transform.position - _groundRaycastOffset + Vector3.down * _groundRaycastLength); 416 | 417 | //Corner Check 418 | Gizmos.DrawLine(transform.position + _edgeRaycastOffset, transform.position + _edgeRaycastOffset + Vector3.up * _topRaycastLength); 419 | Gizmos.DrawLine(transform.position - _edgeRaycastOffset, transform.position - _edgeRaycastOffset + Vector3.up * _topRaycastLength); 420 | Gizmos.DrawLine(transform.position + _innerRaycastOffset, transform.position + _innerRaycastOffset + Vector3.up * _topRaycastLength); 421 | Gizmos.DrawLine(transform.position - _innerRaycastOffset, transform.position - _innerRaycastOffset + Vector3.up * _topRaycastLength); 422 | 423 | //Corner Distance Check 424 | Gizmos.DrawLine(transform.position - _innerRaycastOffset + Vector3.up * _topRaycastLength, 425 | transform.position - _innerRaycastOffset + Vector3.up * _topRaycastLength + Vector3.left * _topRaycastLength); 426 | Gizmos.DrawLine(transform.position + _innerRaycastOffset 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