void Update() { if (Input.GetKey(KeyCode.A)) { transform.Translate(-speed * Time.deltaTime, 0, 0); } if (Input.GetKey(KeyCode.D)) { transform.Translate(+speed * Time.deltaTime, 0, 0); } if (Input.GetKeyDown(KeyCode.W) && isOnGround) { rb.AddForce(jumpForce * Vector2.up); isOnGround = false; anim.SetBool("jump", true); } if (Input.GetKey(KeyCode.S)) { transform.Translate(0, -speed * Time.deltaTime, 0); } if (Input.GetKey(KeyCode.E)) { wp.Attack(); } }
void FixedUpdate() { //Apply Movement float x = Input.GetAxisRaw("Horizontal"); Vector2 v = rigidbody.velocity; v.x = x * speed; Debug.Log(v.x); if (v.x > 0.1 && v.x < -0.1) { anim.SetBool("running", false); } else { anim.SetBool("running", true); } if (v.x > 0) { sr.flipX = false; } else if (v.x < 0) { sr.flipX = true; } if (Input.GetButtonDown("Jump") && (v.y == 0 || canFly)) { v.y = jumpSpeed; } if (v.y != 0) { anim.SetBool("air", true); } else { anim.SetBool("air", false); } rigidbody.velocity = v; // Attack with that weapon if you have if (Input.GetButtonDown("Fire1") && currentWeapon != null) { currentWeapon.Attack(); } if (Input.GetButtonDown("Fire2")) { int i = (weapons.IndexOf(currentWeapon) + 1) % weapons.Count; SetCurrentWeapon(weapons[i]); } //Check for out if (transform.position.y < deadZone) { Debug.Log("Current Position" + transform.position.y + "is lower than" + deadZone); GetOut(); } //rigidbody.AddForce(new Vector2(x * speed, 0)); }