Cyberpunk: Pathfinder

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using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerMovement : MonoBehaviour { private Rigidbody2D rb; private BoxCollider2D coll; private SpriteRenderer sprite; private Animator anim; [SerializeField] private LayerMask jumpableGround; private float dirX = 0f; [SerializeField] private float moveSpeed = 7f; [SerializeField] private float jumpForce = 14f; private enum MovementState { idle, running, jumping, falling } [SerializeField] private AudioSource jumpSoundEffect; private void Start() { rb = GetComponent<Rigidbody2D>(); coll = GetComponent<BoxCollider2D>(); sprite = GetComponent<SpriteRenderer>(); anim = GetComponent<Animator>(); } private void Update() { dirX = Input.GetAxisRaw("Horizontal"); rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y); if (Input.GetButtonDown("Jump") && IsGrounded()) { rb.velocity = new Vector2(rb.velocity.x, jumpForce); jumpSoundEffect.Play(); } UpdateAnimationState(); } private void UpdateAnimationState() { MovementState state; if (dirX > 0f) { state = MovementState.running; sprite.flipX = false; } else if (dirX < 0f) { state = MovementState.running; sprite.flipX = true; } else { state = MovementState.idle; } if (rb.velocity.y > .1f) { state = MovementState.jumping; } else if (rb.velocity.y < -.1f) { state = MovementState.falling; } anim.SetInteger("state", (int)state); } private bool IsGrounded() { return Physics2D.BoxCast(coll.bounds.center, coll.bounds.size, 0f, Vector2.down, .1f, jumpableGround); } } using System.Collections; using System.Collections.Generic; using UnityEngine; public class cameracontroller : MonoBehaviour { [SerializeField] private Transform player; private void Update() { transform.position = new Vector3(player.position.x, player.position.y, transform.position.z); } } using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Finish : MonoBehaviour { private AudioSource finishSound; private bool levelCompleted = false; private void Start() { finishSound = GetComponent<audiosource>(); } private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.name == "Player" && !levelCompleted) { finishSound.Play(); levelCompleted = true; Invoke("CompleteLevel", 2f); } } private void CompleteLevel() { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } } </audiosource> using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; public class ItemCollector : MonoBehaviour { private int cherries = 0; [SerializeField] private TextMeshProUGUI cherriesText; [SerializeField] private AudioSource collectionSoundEffect; private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Cherry")) { collectionSoundEffect.Play(); Destroy(collision.gameObject); cherries++; cherriesText.text = "Cherries: " + cherries; } } } using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class PlayerLife : MonoBehaviour { private Rigidbody2D rb; private Animator anim; [SerializeField] private AudioSource deathSoundEffect; private void Start() { rb = GetComponent<rigidbody2d>(); anim = GetComponent<animator>(); } private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("Trap")) { Die(); } } private void Die() { deathSoundEffect.Play(); rb.bodyType = RigidbodyType2D.Static; anim.SetTrigger("death"); } private void RestartLevel() { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } } </animator></rigidbody2d> using System.Collections; using System.Collections.Generic; using UnityEngine; public class StickyPlatform : MonoBehaviour { private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.name == "Player") { collision.gameObject.transform.SetParent(transform); } } private void OnCollisionExit2D(Collision2D collision) { if (collision.gameObject.name == "Player") { collision.gameObject.transform.SetParent(null); } } } using System.Collections; using System.Collections.Generic; using UnityEngine; public class WaypointFollwer : MonoBehaviour { [SerializeField] private GameObject[] waypoints; private int currentWaypointIndex = 0; [SerializeField] private float speed = 4f; private void Update() { if (Vector2.Distance(waypoints[currentWaypointIndex].transform.position, transform.position) < .1f) { currentWaypointIndex++; if (currentWaypointIndex >= waypoints.Length) { currentWaypointIndex = 0; } } transform.position = Vector2.MoveTowards(transform.position, waypoints[currentWaypointIndex].transform.position, Time.deltaTime * speed); } }
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CYoc7
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Cyberpunk: Pathfinder screenshot, image №3760300 - RAWG
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Last Modified: Feb 3, 2023

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