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2023-06-11 00:35:07 +03:00
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class PlayerController : MonoBehaviour {
[Header("Editable player setting")]
public float speed = 2.5f;
public float force = 4.0f;
public Text text;
private Rigidbody2D _rigidbody2D;
private SpriteRenderer _spriteRenderer;
private bool isEnd = false;
private void Awake() {
_rigidbody2D = GetComponent<Rigidbody2D>();
_spriteRenderer = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
private void Update() {
if (!isEnd) {
if (transform.position.y < -10) {
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
if (Input.GetKey(KeyCode.A)) {
transform.Translate(Vector2.left * (Time.deltaTime * speed));
_spriteRenderer.flipX = true;
}
if (Input.GetKey(KeyCode.D)) {
transform.Translate(Vector2.right * (Time.deltaTime * speed));
_spriteRenderer.flipX = false;
}
if (Input.GetKeyDown(KeyCode.Space)) {
_rigidbody2D.AddForce(Vector2.up * force, ForceMode2D.Impulse);
}
} else {
if (Input.GetKey(KeyCode.R)) {
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
}
private void OnTriggerEnter2D(Collider2D other) {
Debug.Log("Enter to collisiion");
if (other.gameObject.CompareTag("Respawn")) {
if (!isEnd) {
isEnd = true;
if (text != null) {
text.enabled = true;
}
}
}
}
}