using UnityEngine; public class PlayerScript : MonoBehaviour { public Rigidbody2D rigidBody; public GameObject groundObject; public Vector3 initialPosition; public ParticleSystem particleSystem; private bool wantsToJump = false; private bool isGrounded = true; public void Start() { initialPosition = transform.position; var mainModule = particleSystem.main; mainModule.simulationSpace = ParticleSystemSimulationSpace.World; particleSystem.transform.parent = null; } public void Update() { transform.position += Time.deltaTime * 8.6f * Vector3.right; if (Input.GetKey(KeyCode.Space)) { wantsToJump = true; } else { wantsToJump = false; } if (!IsJumping()) { isGrounded = true; AlignRotation(); if (wantsToJump) { Jump(); wantsToJump = false; } particleSystem.gameObject.SetActive(true); } else { isGrounded = false; particleSystem.gameObject.SetActive(false); transform.Rotate(Vector3.back * 360 * Time.deltaTime); } UpdateParticlePositionAndRotation(); UpdateParticleSystemSpeed(); } private void Jump() { rigidBody.linearVelocity = new Vector2(rigidBody.linearVelocity.x, 0); rigidBody.AddForce(Vector2.up * 26.6581f, ForceMode2D.Impulse); } private bool IsJumping() { return Mathf.Abs(initialPosition.y - transform.position.y) > 0.05f; } private void AlignRotation() { Vector3 rotation = transform.rotation.eulerAngles; rotation.z = Mathf.Round(rotation.z / 90) * 90; transform.rotation = Quaternion.Euler(rotation); } private void UpdateParticlePositionAndRotation() { particleSystem.transform.position = transform.position + new Vector3(-0.19f, -0.64f, 0); particleSystem.transform.rotation = Quaternion.Euler(0, 0, 150.464f); } private void UpdateParticleSystemSpeed() { var velocityOverLifetime = particleSystem.velocityOverLifetime; velocityOverLifetime.x = rigidBody.linearVelocity.x; } }