private void Update() { UpdateMovement(); UpdateAim(); UpdateCurrentWeapon(); if (GetButton("Fire")) { Shoot(); } if (GetButtonDown("Reload")) { Reload(); } if (GetButtonDown("Interact")) { Interact(); } if (GetButtonDown("Ability")) { playerClass.Ability(); } if (GetButtonDown("Special")) { playerClass.Special(); } if (tempHealth >= 1) { Heal(Mathf.FloorToInt(tempHealth)); tempHealth = 0; } }
// Using Update here instead of FixedUpdate because it makes for more responsive lane switching void Update() { AnimatorController.instance.UpdateSpeed(body.velocity.x); // To limit player movement rightward posXLimit = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, 0)).x - 0.5f; if (GameManager.gameState != GameManager.GameState.Paused) { MoveLeftRight(); SwitchLanes(); // Work-around for a bug where the mage fireballs were pushing the player around if (!switchingLanes) { transform.position = new Vector2(transform.position.x, LaneManager.instance.laneLocations[lane]); } } if ((Input.GetKeyDown(KeyCode.J) || Input.GetKeyDown(KeyCode.K) || Input.GetKeyDown(KeyCode.L) || Input.GetKeyDown(KeyCode.Space)) && GameManager.gameState != GameManager.GameState.Paused) { currentClass.Ability(); } }