TigerProject/Assets/Scripts/Player/Player.cs

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
public class Player : MonoBehaviour
{
private int currentHealth;
private int maxHealth;
private int maxJumpCount = 2;
private int currentJumpCount = 2;
[SerializeField] private float moveSpeed = 9f;
[SerializeField] private float jumpSpeed = 18.2f;
[SerializeField] private float jumpCutMultiplier = 0.3f;
private Rigidbody2D _rigidbody;
private void Start()
{
_rigidbody = gameObject.GetComponent<Rigidbody2D>();
}
public void Jump()
{
if (currentJumpCount > 0)
{
currentJumpCount--;
_rigidbody.linearVelocity = new Vector2(_rigidbody.linearVelocity.x, 0);
_rigidbody.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
}
}
public void Heal(int heal)
{
if (heal < 0) { return; }
currentHealth += heal;
if (currentHealth > maxHealth)
{
currentHealth = maxHealth;
}
}
}