Ejemplo n.º 1
0
 void OnStateWalkOnce()
 {
     Debug.Log("walk:" + this.gameObject.name);
     if (_moveBase != null)
     {
         _moveBase.Move();
     }
 }
Ejemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        if (controller.isGrounded)
        {
            OnGrounded.Invoke();
        }
        else
        {
            OffGrounded.Invoke();
        }

        CharacterMover.Move(controller);
    }
Ejemplo n.º 3
0
    void FixedUpdate()
    {
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical   = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

        /*if(Input.GetKey(KeyCode.W)) {
         *  transform.position += transform.forward * Time.deltaTime * speed;
         * } else if(Input.GetKey(KeyCode.S)) {
         *  transform.position -= transform.forward * Time.deltaTime * speed;
         * } else if(Input.GetKey(KeyCode.D)) {
         *  transform.position += transform.right * Time.deltaTime * speed;
         * } else if(Input.GetKey(KeyCode.A)) {
         *  transform.position -= transform.forward * Time.deltaTime * speed;
         * }*/
        //Inspired by: https://answers.unity.com/questions/616195/how-to-make-an-object-go-the-direction-it-is-facin.html


        rb.AddForce(movement * speed);
        //transform.LookAt(focus);
        //Figure out why it makes the player launch off, how to get movement to be relative to camera rotation
        CharacterMover.Move(controller);
    }
 private void Update()
 {
     CharacterMover.Move(controller);
 }