Example #1
0
    public void Update()
    {
        base.Update();

        // Player movement is hard coded to the update loop of player
        // Up/Down is locked together. One or the other only
        direction = Vector2.zero;
        base.animator.SetBool("Walking", false);
        if (Input.GetKey(KeyCode.W))
        {
            direction.y = 1;
            base.animator.SetBool("Walking", true);
        }
        else if (Input.GetKey(KeyCode.S))
        {
            direction.y = -1;
            base.animator.SetBool("Walking", true);
        }

        // Similar locking between to Left/Right
        if (Input.GetKey(KeyCode.A))
        {
            direction.x = -1;
            base.animator.SetInteger("Direction", 1);
            base.animator.SetBool("Walking", true);
        }
        else if (Input.GetKey(KeyCode.D))
        {
            direction.x = 1;
            base.animator.SetInteger("Direction", 3);
            base.animator.SetBool("Walking", true);
        }

        if (direction != Vector2.zero)
        {
            facing = direction;
        }

        RigidBody.velocity = direction.normalized * gSpeed;

        // do the atatack
        if (canAttack && (Input.GetButtonDown("Jump") || Input.GetButtonDown("Fire1")))
        {
            Attack();
        }
        if (Input.GetKey(KeyCode.P) && false)
        {
            if (Random.Range(0f, 1f) > 0.5f)
            {
                Army.AddUnit(ArmyManager.Troop.Knight);
            }
            else
            {
                Army.AddUnit(ArmyManager.Troop.Archer);
            }
        }
    }