Segui o passo a passo até a aula de implementação do som, mas percebi que quando vou testar o game, se meu personagem esbarra num tile curvo, o personagem tomba e cai no chão, bugando completamente. Poderiam me ajudar?
Segui o passo a passo até a aula de implementação do som, mas percebi que quando vou testar o game, se meu personagem esbarra num tile curvo, o personagem tomba e cai no chão, bugando completamente. Poderiam me ajudar?
Boa tarde, será um prazer ajudar... manda o código completo
Olá! Boa tarde!
Esse é o playerBehaviour:
using System; using UnityEngine;
public class PlayerBehavior : MonoBehaviour { [SerializeField] private float moveSpeed = 5; [SerializeField] private float jumpForce = 3;
[Header("Propriedades de ataque")]
[SerializeField] private float attackRange = 1f;
[SerializeField] private Transform attackPosition;
[SerializeField] private LayerMask attackLayer;
private float moveDirection;
private Rigidbody2D rigidbody;
private Health health;
private IsGroundedChecker isGroundedChecker;
private void Awake()
{
rigidbody = GetComponent<Rigidbody2D>();
isGroundedChecker = GetComponent<IsGroundedChecker>();
health = GetComponent<Health>();
health.OnHurt += PlayHurtAudio;
health.OnDead += HandlePlayerDeath;
}
private void Start()
{
GameManager.Instance.InputManager.OnJump += HandleJump;
}
private void Update()
{
MovePlayer();
FlipSpriteAccordingToMoveDirection();
}
private void MovePlayer()
{
moveDirection = GameManager.Instance.InputManager.Movement;
transform.Translate(moveDirection * Time.deltaTime * moveSpeed, 0, 0);
}
private void FlipSpriteAccordingToMoveDirection()
{
if (moveDirection < 0)
{
transform.localScale = new Vector3(-1, 1, 1);
}
else if (moveDirection > 0)
{
transform.localScale = Vector3.one;
}
}
private void HandleJump()
{
if (isGroundedChecker.IsGrounded() == false) return;
rigidbody.linearVelocity += Vector2.up * jumpForce;
GameManager.Instance.AudioManager.PlaySFX(SFX.PlayerJump);
}
private void PlayHurtAudio()
{
GameManager.Instance.AudioManager.PlaySFX(SFX.PlayerHurt);
}
private void HandlePlayerDeath()
{
GetComponent<Collider2D>().enabled = false;
rigidbody.constraints = RigidbodyConstraints2D.FreezeAll;
GameManager.Instance.AudioManager.PlaySFX(SFX.PlayerDeath);
GameManager.Instance.InputManager.DisablePlayerInput();
}
private void PlayerWalkSound()
{
GameManager.Instance.AudioManager.PlaySFX(SFX.PlayerWalk);
}
private void Attack()
{
Collider2D[] hittedEnemies =
Physics2D.OverlapCircleAll(attackPosition.position, attackRange, attackLayer);
GameManager.Instance.AudioManager.PlaySFX(SFX.PlayerAttack);
foreach (Collider2D hittedEnemy in hittedEnemies)
{
if (hittedEnemy.TryGetComponent(out Health enemyHealth))
{
enemyHealth.TakeDamage();
}
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(attackPosition.position, attackRange);
}
}
E esse o playerAnim
using UnityEngine;
public class PlayerAnimController : MonoBehaviour { private Animator animator; private IsGroundedChecker groundedChecker; private Health playerHealth;
private void Awake()
{
animator = GetComponent<Animator>();
groundedChecker = GetComponent<IsGroundedChecker>();
playerHealth = GetComponent<Health>();
playerHealth.OnHurt += PlayHurtAnim;
playerHealth.OnDead += PlayDeadAnim;
GameManager.Instance.InputManager.OnAttack += PlayAttackAnim;
}
private void Update()
{
bool isMoving = GameManager.Instance.InputManager.Movement != 0;
animator.SetBool("isMoving", isMoving);
animator.SetBool("isJumping", !groundedChecker.IsGrounded());
}
private void PlayHurtAnim()
{
animator.SetTrigger("hurt");
}
private void PlayDeadAnim()
{
animator.SetTrigger("dead");
}
private void PlayAttackAnim()
{
animator.SetTrigger("attack");
}
}