private void FixedUpdate() { if (!Logic.Instance.IsGameOver && !Logic.Instance.StayPlayer) { IsGround = Physics2D.OverlapCircle(CoordinateLegs.position, 0.2f, Ground); Move(); if (InputUI.GetKeyDown(UIKeyCode.FIRE)) { UpSpeed(2); } if (IsGround) { JumpForce = basic_jump_force; // default jump when player on ground } if (IsUpSpeed && InputUI.GetKey(UIKeyCode.SPACE) && !IsGround) { UpJumpForceInAir(); } if (InputUI.GetKeyDown(UIKeyCode.SPACE) && IsGround) { Jump(JumpForce); } if ((InputUI.GetKey(UIKeyCode.DOWN) || Input.GetKey(KeyCode.S)) && Logic.Instance.ModePlayer != Mode.LITTLE) { Sit(); } } }
private void FixedUpdate() { if (InputUI.GetKeyDown(UIKeyCode.FIRE) && Logic.Instance.ModePlayer == Mode.FIRE && CountFireball < max_fireball) { Fire(); } if (IsShoot) { shoot_timer += Time.deltaTime; if (shoot_timer >= shoot_time) { IsShoot = false; shoot_timer = 0; } } }
private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.tag == "Secret" && !isTeleport) { if (InputUI.GetKeyDown(UIKeyCode.DOWN)) { isTeleport = true; direction = Direction.DOWN; GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll; Logic.Instance.BackgroundMain.Stop(); Logic.Instance.PipeAndDownLevel.Play(); Invoke("TeleportToSecret", time_on_direction); Invoke("PlayBackgroundSecret", time_on_direction); } } }