using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class hareket : MonoBehaviour {
public float moveSpeed = 15f;
public float speed;
public float jumpForce;
private float moveInput;
private Rigidbody2D rb;
private bool facingRight = true;
private bool isGrounded;
public Transform groundCheck;
public float checkRadius;
public LayerMask whatIsGround;
private int extraJumps;
public int extraJumpsValue;
void Start(){
extraJumps = extraJumpsValue;
rb = GetComponent <Rigidbody2D> ();
}
void FixedUpdate(){
isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);
moveInput = Input.GetAxis("Horizontal");
rb.velocity = new Vector2 (moveInput * speed, rb.velocity.y);
if(facingRight == false && moveInput > 0){
Flip();
} else if(facingRight == true && moveInput < 0){
Flip();
}
}
void Update(){
Jump();
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
transform.position += movement * Time.deltaTime * moveSpeed;
}
void Jump(){
if (Input.GetButtonDown("Jump")){
gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, 25f), ForceMode2D.Impulse);
}
if(isGrounded == true){
extraJumps = extraJumpsValue;
}
if(Input.GetKeyDown(KeyCode.UpArrow) && extraJumps > 0){
rb.velocity = Vector2.up * jumpForce;
extraJumps--;
} else if(Input.GetKeyDown(KeyCode.UpArrow) && extraJumps == 0 && isGrounded == true){
rb.velocity = Vector2.up * jumpForce;
}
if (isGrounded == false)
{
extraJumps = 0;
}
}
void Flip(){
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
}