• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by aaronrdmkr · Oct 12, 2014 at 02:49 PM · 2dmovementmovectrl

"sneak mode" (ctrl key) stops my movement.

So here's my code. The player is going to be able to sneak. I have the movement in but the sneaking right now is just a slower movement and bool showing if its reading that it is now in sneak mode. But if I hold the ctrl key (before or during movement) and change direction, all movement stops. It'll start again if I jump or release the movement and ctrl keys

using UnityEngine; using System.Collections;

     public class PlayerControl : MonoBehaviour
     {
         [HideInInspector]
         public bool jump = false;                            // Condition for whether the player should jump.
         public bool moving = false;
         public bool crouch = false;
         public bool hardToSee = false;
         public bool sneaking = false;
         public bool interact = false;                        //Condition for whether the PlayerPrefs can interact
         public float moveForce = 200;                        // Amount of force added to move the player left and right.
         public float speed;                                    // Speed the player will run depending on state
         private float runSpeed = 12f;                        // The running speed the player can travel in the x axis.
         private float sneakSpeed = 4f;                        // The sneaking speed the player can travel in the x axis.
         public float jumpForce = 2000;                        // Amount of force added when the player jumps.
         public Transform graphics;
         public float pushPower = 2;                            //
         public Transform lineStart, lineEnd, groundCheck;     //lineCast points to determine ground and interactables/enemies.
         
                 
         private bool grounded = false;                        // Whether or not the player is grounded.
         
 
         public SkeletonAnimation skeletonAnimation;
         Quaternion goalRotation = Quaternion.identity;
         RaycastHit2D whatIHit;
         
 
         string currentAnimation = "";
 
         
         void Awake()
         {
             
             
 
         }
         
         
         void Update()
         {
         Raycasting ();
         Movement ();
 
 
 
 
         Debug.DrawLine (lineStart.position, groundCheck.position);
 
 
         // The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
         grounded = Physics2D.Linecast (lineStart.position, groundCheck.position, 1 << LayerMask.NameToLayer ("Ground"));
 
                             
         // If the jump button is pressed and the player is grounded then the player should jump.
         jump = (Input.GetButtonDown ("Jump") && grounded == true); 
 
         // If the ctrl button is pressed and the player is grounded then the player should crouch.
         crouch = (Input.GetKey (KeyCode.LeftControl) && grounded);
 
 
 
         }
 
 
         
     void Raycasting(){
 
 
         if (Physics2D.Linecast(lineStart.position, lineEnd.position, 1 << LayerMask.NameToLayer("Enemies"))){
             whatIHit = Physics2D.Linecast(lineStart.position, lineEnd.position, 1 << LayerMask.NameToLayer("Enemies"));
             interact = true;
         } else{
             interact = false;
         }
 
         if ((Input.GetKeyDown (KeyCode.E)) && interact == true) {
             Destroy(whatIHit.collider.gameObject);
                 }
 
     }
     
     
         void Movement ()
         {
 
                 // Cache the horizontal input.
                 float h = Input.GetAxis ("Horizontal");
         
                 // If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
                 if (h * rigidbody2D.velocity.x < speed) 
                     //... add a force to the player.
                     rigidbody2D.AddForce (Vector2.right * h * moveForce);
                                     
 
 
                 // If the player should jump...
                 if (jump == true){
 
                         // Add a vertical force to the player.
                         rigidbody2D.AddForce(new Vector2 (0f, jumpForce));
                         
                         // Make sure the player can't jump again until the jump conditions from Update are satisfied.
                         jump = false;
                         
                 }
 
 
 
                 // Based on input, run animation and rotate Graphic when changing direction.                         
                 if (h > 0) {                        
                         moving = true;            
                         goalRotation = Quaternion.Euler (0, 0, 0);
                         ;
                 } else if (h < 0) {
                         
                         moving = true;
                         goalRotation = Quaternion.Euler (0, 180, 0);
                 } else  SetAnimation ("Idle", true);
                         moving = false;
                         
 
         graphics.localRotation = Quaternion.Lerp (graphics.localRotation, goalRotation, 5 * Time.deltaTime);
 
         if (sneaking == true) {
             speed = sneakSpeed;
         }else speed = runSpeed;
 
 
 
         if (crouch == true)
             sneaking = true;
         else if (crouch == false)
             sneaking = false;
 
     }
 
 
 
 
         
     void SetAnimation (string name, bool loop){
         if (name == currentAnimation)
             return;
         
         skeletonAnimation.state.SetAnimation (0, name, loop);
         currentAnimation = name;
     
 
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Simple C# script to move a gameObject toward the direction of the player at the instance of it's spawning. 1 Answer

2d Platform Controller Face Help 1 Answer

How do i attach this script to my player? 1 Answer

(Solved) Continuous movement 1 Answer

2d move to point script help 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges