Handles all core movement logic for the player: More...
Properties | |
Vector2 | FrameInput [get] |
Expose last-read movement input so external scripts (e.g. PlayerAnimator) can inspect facing direction. |
Events | |
Action< bool, float > | GroundedChanged |
Fired when grounded ↔ airborne; float = landing impact strength. | |
Action | Jumped |
Fired the exact frame a jump is executed. |
Handles all core movement logic for the player:
– Reads per-frame input (via InputManager)
– Applies horizontal acceleration / deceleration
– Implements variable-height jumping with coyote-time and jump-buffer
– Calculates custom gravity and grounding logic
This script does not animate or play VFX/SFX directly; those concerns live in PlayerAnimator.
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get |
Expose last-read movement input so external scripts (e.g. PlayerAnimator) can inspect facing direction.
Action<bool, float> PlayerMovementController.GroundedChanged |
Fired when grounded ↔ airborne; float = landing impact strength.
Action PlayerMovementController.Jumped |
Fired the exact frame a jump is executed.