In this section, we initialize essential variables and set up the player's physics characteristics when the game starts. The Start() method sets the default gravity scale, sprite scale, and other initial values for the player. These values are crucial for ensuring that the player's movement and interactions with the environment are consistent and predictable.
The Move() method is the core of the player’s movement mechanics, handling horizontal movement based on user input and the player's state (whether on the ground or in the air). The movement is smoothed using Vector3.SmoothDamp, which ensures fluid transitions between velocities, providing a polished feel to the player's movement.
The HandleJump() method, along with JumpPhysics() and CheckCoyoteTime(), manages the jumping mechanics, including the implementation of "Coyote Time," which allows the player to jump for a brief moment even after stepping off a platform. This adds a layer of forgiveness in the jump timing, making the gameplay more fluid and responsive.
This section covers the SetGravityScale() and Flip() methods. SetGravityScale() dynamically adjusts the gravity applied to the player depending on the current state (e.g., rising, falling, or attacking). The Flip() method handles sprite orientation, ensuring the player character faces the correct direction based on movement input.
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