using System; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class PlayerController : MonoBehaviour { [Header("Editable player setting")] public float speed = 2.5f; public float force = 4.0f; public Text text; private Rigidbody2D _rigidbody2D; private SpriteRenderer _spriteRenderer; private bool isEnd = false; private void Awake() { _rigidbody2D = GetComponent(); _spriteRenderer = GetComponent(); } // Update is called once per frame private void Update() { if (!isEnd) { if (transform.position.y < -10) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } if (Input.GetKey(KeyCode.A)) { transform.Translate(Vector2.left * (Time.deltaTime * speed)); _spriteRenderer.flipX = true; } if (Input.GetKey(KeyCode.D)) { transform.Translate(Vector2.right * (Time.deltaTime * speed)); _spriteRenderer.flipX = false; } if (Input.GetKeyDown(KeyCode.Space)) { _rigidbody2D.AddForce(Vector2.up * force, ForceMode2D.Impulse); } } else { if (Input.GetKey(KeyCode.R)) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } } } private void OnTriggerEnter2D(Collider2D other) { Debug.Log("Enter to collisiion"); if (other.gameObject.CompareTag("Respawn")) { if (!isEnd) { isEnd = true; if (text != null) { text.enabled = true; } } } } }