Beispiel #1
0
    private void Movement(TurningAndGravity tAndG)
    {
        // Set the speed delta based on the speed, time and direction flip
        float speedDelta = speed * Time.deltaTime * directionFlip;

        switch (tAndG)
        {
        // Change the flipX value,
        //  increase/decrease the x/y position using the speed delta
        case TurningAndGravity.isRightMoveX:
            GetComponent <SpriteRenderer>().flipX = false;
            transform.position = new Vector2(transform.position.x + speedDelta, transform.position.y);
            break;

        case TurningAndGravity.isRightMoveY:
            GetComponent <SpriteRenderer>().flipX = false;
            transform.position = new Vector2(transform.position.x, transform.position.y + speedDelta);
            break;

        case TurningAndGravity.isLeftMoveX:
            GetComponent <SpriteRenderer>().flipX = true;
            transform.position = new Vector2(transform.position.x - speedDelta, transform.position.y);
            break;

        case TurningAndGravity.isLeftMoveY:
            GetComponent <SpriteRenderer>().flipX = true;
            transform.position = new Vector2(transform.position.x, transform.position.y - speedDelta);
            break;
        }
    }
Beispiel #2
0
 // Start is called before the first frame update
 void Start()
 {
     turningAndGravity = TurningAndGravity.isRightMoveX;
 }