// Update is called once per frame void Update() { direction.x = Input.GetAxisRaw("Horizontal"); direction.y = Input.GetAxisRaw("Vertical"); playerAnim.SetFloat("Speed", Mathf.Abs(direction.x) + Mathf.Abs(direction.y)); Vector2 dir = Input.mousePosition - Camera.main.WorldToScreenPoint(transform.position); if (dir.x > 0 && !facingRight || dir.x < 0 && facingRight) { Flip(); } if (Input.GetMouseButtonDown(0)) { bow.Shoot(); } if (recovering) { recoveryCounter += Time.deltaTime; if (recoveryCounter >= recoveryTime) { recoveryCounter = 0; recovering = false; } } }
// Update is called once per frame void Update() { // Le o comando do teclado (WASD e/ou as setas) direction.x = Input.GetAxisRaw("Horizontal"); direction.y = Input.GetAxisRaw("Vertical"); // Passa o parametro para o animator para fazer o controle das animacoes playerAnim.SetFloat("Speed", Mathf.Abs(direction.x) + Mathf.Abs(direction.y)); // Faz o controle de rotacao do player (virado para a esquerda ou direita) Vector2 dir = Input.mousePosition - Camera.main.WorldToScreenPoint(transform.position); if (dir.x > 0 && !facingRight || dir.x < 0 && facingRight) { Flip(); } // Le o clique do mouse if (Input.GetMouseButtonDown(0)) { // Chama a funcao de atirar, que esta no script do arco bow.Shoot(); } // Rotina de cooldown de levar dano if (recovering) { recoveryCounter += Time.deltaTime; if (recoveryCounter >= recoveryTime) { recoveryCounter = 0; recovering = false; } } }
// Update is called once per frame void Update() { direction.x = Input.GetAxisRaw("Horizontal"); direction.y = Input.GetAxisRaw("Vertical"); if (Input.GetMouseButtonDown(0)) { bow.Shoot(); } }
private void UpdateAttackRangeHeavy() { if (_heavyAttack && !_bowScript.gameObject.activeSelf) { _bowScript.gameObject.SetActive(true); _bowScript.ChargeShot(); anim.SwitchMode(HeroMode.Aim); } else if (_heavyAttackRelease && _bowScript.gameObject.activeSelf) { _bowScript.Shoot(); _bowScript.gameObject.SetActive(false); } anim.UpdateDirection(ShootingDirection); anim.UpdateSlashDirection(ShootingDirection); }