Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (GetComponent <PlayerHealth>().GetPlayerHealthForGUI() > 0)
        {
            if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.D) || Input.GetKeyUp(KeyCode.RightArrow))
            {
                IsMoving = false;
            }

            ///Left and Right Movement
            if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
            {
                transform.position += Vector3.right * movementSpeed * Time.deltaTime;
                currentRotation     = playerRotation.Right;
                IsRotationChanged   = true;
                IsMoving            = true;
            }


            if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
            {
                transform.position += Vector3.left * movementSpeed * Time.deltaTime;
                currentRotation     = playerRotation.Left;
                IsRotationChanged   = true;
                IsMoving            = true;
            }


            //Jump
            if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W)) && maxJumpCount >= JumpCount)
            {
                JumpCount++;
                animator.SetBool("IsJumping", true);
                IsMoving = false;
                HandleJumpAmount();
                //Activate Particle
            }

            //Crouch
            if (Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.LeftControl))
            {
            }

            //Transition
            if (Input.GetKeyDown(KeyCode.E))
            {
                IsTransitionLine = true;
            }



            if (IsRotationChanged)
            {
                HandleRotation();
            }

            animator.SetBool("IsMoving", IsMoving);
        }
    }
Beispiel #2
0
 // Use this for initialization
 void Start()
 {
     rb = GetComponent <Rigidbody2D> ();
     currentRotation   = playerRotation.Right;
     IsRotationChanged = false;
     animator          = GetComponent <Animator> ();
     IsTransitionLine  = false;
 }