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(); } 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; } } }