Thank you cooldadtx for helping me with the last question, I really don't understand most of this stuff.
I have another question tho. For my actual code, I got the error:
Assets\Player_Controller.cs(61,17): error CS0246: The type or namespace name 'InputValue' could not be found (are you missing a using directive or an assembly reference?)
Assets\Player_Controller.cs(6,19): error CS0234: The type or namespace name 'InputSystem' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
How would I make a directive or an assembly reference for "InputValue" and "InputSystem" or is there something else that I have to do?
My code:
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Threading;
using UnityEngine;
using UnityEngine.InputSystem;
//Takes and handles input and movement for a player character
public class NewBehaviourScript : MonoBehaviour
{
public float moveSpeed = 1f;
public float collisionOffset = 0.05f;
public ContactFilter2D movementFilter;
Vector2 movementInput;
Rigidbody2D rb;
List<RaycastHit2D> castCollision = new List<RaycastHit2D>();
// Start is called before the first frame update
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
private void FixedUpdate() {
// If movement input is not 0, try to move
if (movementInput != Vector2.ZERO){
bool success = TryMove(movementInput);
if (!success) {
success = TryMove(new Vector2(movementInput.x, 0));
if (!success) {
success = TryMove(new Vector2(0, movementInput.y));
}
}
}
}
private bool TryMove(Vector2 direction) {
// Check for potential collisions
int count = rb.Cast(
direction, // X and Y valuses between -1 and 1 that represent the direction from the body to look for collisions
movementFilter, // The settings that determine where a collision can occur on such as layer to collide with
castCollisions, // List of collisions to store teh found collisions into after the Cast is finished
moveSpeed * Time.fixedDeltaTime + collisionOffset); // The amount to cast equal to teh movement plus and offset
if (count == 0) {
rb.MovePosition(rb.position + direction * moveSpeed * Time.fixedDeltaTime);
return true;
} else {
return false;
}
}
void OnMove(InputValue movementValue)
{
movementInput = movementValue.Get<Vector2>();
}
}