// Update is called once per frame void Update() { if (playerState.IsEnabled()) { float moveSpeed = maxMoveSpeed; if (slowed) { moveSpeed /= 2; } playerJump = this.GetComponentInChildren <PlayerJump>(); Vector3 newVelocity = rigid.velocity; //Horizontal float vel = Input.GetAxis("Horizontal") * moveSpeed; if (Mathf.RoundToInt(vel) != 0) { newVelocity.x += vel; if (vel > 0 && newVelocity.x > moveSpeed) { newVelocity.x = moveSpeed; } else if (vel < 0 && newVelocity.x < -1 * moveSpeed) { newVelocity.x = -moveSpeed; } rigid.velocity = newVelocity; } else if ((playerJump.IsGrounded() && !playerState.IsFlying()) || (!playerJump.IsGrounded() && playerJump.IsStillJumped())) { rigid.velocity = new Vector3(0, rigid.velocity.y); } } }
private void Update() { if (pj.IsGrounded()) { canDoubleJump = true; jumps = 0; } PuloDuplo(); }
// Update is called once per frame void Update() { print("Update"); print(playerJump.IsGrounded()); if (playerJump.IsGrounded()) { //get movement input m_v3MoveDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, 0).normalized; } }
private void Update() { if (Input.GetButtonDown("Jump")) { if (can.GetPlayerN() == gm.whoPLay && jump.IsGrounded()) { if (caughtColor.GetColor() >= 0 && caughtColor.GetSprite() != null) { if (aux < listCores.Count) { if (caughtColor.GetColor() == listCores[aux]) { aux++; gm.ScoreUp(); Debug.Log(aux); } else { lose = true; } } else if (aux == listCores.Count && jump.IsGrounded()) { if (coresAdd < quantCoresAdd) { gm.AddCor(caughtColor.GetColor(), caughtColor.GetSprite()); aux++; coresAdd++; Debug.Log(aux); } } } } } else if (coresAdd == quantCoresAdd && jump.IsGrounded()) { aux = 0; coresAdd = 0; gm.whoPLay = nextPlayer; transform.position = posiInicial.position; } if (lose) { if (multiplayer) { Destroy(this.gameObject); } else { Time.timeScale = 0f; scorePanel.SetActive(true); } } }
IEnumerator RunningSound() { while (true) { if (isEnabled && IsRunning() && playerJump.IsGrounded()) { AudioManager.instance.playSamusRunning(); } yield return(new WaitForEndOfFrame()); } }
public void Move(Vector3 direction, bool running) { var speed = movementSpeed; var canRun = running && CanRun(); if (isCrouching) { speed *= crouchingMultiplier; } else if (canRun && playerStamina.HasStamina()) { speed *= runningMultiplier; } float verticalVelocity = rigidBody.velocity.y; var velocity = direction * speed * Time.deltaTime; velocity.y = verticalVelocity; rigidBody.velocity = velocity; targetRotation = Quaternion.LookRotation(direction); if (playerJump.IsGrounded()) { AudioManager.Instance.PlayFootsteps(transform.position, canRun && playerStamina.HasStamina()); } if (canRun) { playerStamina.DecreaseStamina(); } else { playerStamina.IncreaseStamina(); } }
IEnumerator ResetFlying() { while (true) { if (flying) { playerJump = GetComponentInChildren <PlayerJump>(); yield return(new WaitForSeconds(0.2f)); while (!playerJump.IsGrounded()) { yield return(new WaitForFixedUpdate()); } flying = false; } yield return(new WaitForFixedUpdate()); } }
// Update is called once per frame //TODO update states so that you can only morphball in mid air void LateUpdate() { if (isEnabled) { playerJump = GetComponentInChildren <PlayerJump>(); if (standing && Input.GetKeyDown(KeyCode.DownArrow) && playerInventory.HasMorphBall() && (playerJump.IsGrounded() || playerInventory.HasTuckBall())) { Standing.SetActive(false); Morphed.SetActive(true); standing = false; } if (!standing && (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.X))) { if (!Physics.Raycast(transform.GetChild(1).transform.position, Vector3.up, 0.75f)) { Standing.SetActive(true); Morphed.SetActive(false); StartCoroutine(SetStanding()); } } shooting = Input.GetKeyDown(KeyCode.Z); } running = rigid.velocity.x != 0; }
// Update is called once per frame void LateUpdate() { if (playerState.IsShooting()) { timeSinceLastShot = 0f; } else { timeSinceLastShot += Time.deltaTime; } if (playerState.IsStanding()) //Standing Form { morphed = false; if (playerJump.IsGrounded()) //On Ground { shotInAir = false; spinMove = false; running = playerState.IsRunning(); if (playerDirection.IsHoldingUp()) //Is holding up key { playerState.SetLookingUp(true); } else //isnt holding up key { playerState.SetLookingUp(false); } } else //In Air { running = false; if (playerState.IsShooting()) //is shooting { shotInAir = true; } if (shotInAir) { if (playerDirection.IsHoldingUp()) //is holding up key { playerState.SetLookingUp(true); if (playerState.IsMissleOn()) { spriteRenderer.sprite = missleJumpShootUp; } else { spriteRenderer.sprite = jumpShootUp; } } else //isnt holding up key { playerState.SetLookingUp(false); if (playerState.IsMissleOn()) { spriteRenderer.sprite = missleJumpShootRight; } else { spriteRenderer.sprite = jumpShootRight; } } spinMove = false; } else if (playerJump.IsStillJumped()) //jumped from stationary { if (playerState.IsMissleOn()) { spriteRenderer.sprite = missleStillJumpRight; } else { spriteRenderer.sprite = stillJumpRight; } spinMove = false; } else if (playerJump.IsMoveJumped()) //is beyblade { spinMove = true; } } } else //morph ball { morphed = true; } }