Example #1
0
        public Vector2 Update()
        {
            if (InputWrapper.GetJumpDown())
            {
                var jumpV = Quaternion.Euler(0, 0, wallJumpAngle * Mathf.Sign(super.wallNormal)) * new Vector2(0, wallJumpSpeed);
                vel = jumpV;

                super.pmove.Reset();

                super.partsys.Play();

                super.pjump.SetJumpSpeedCur(jumpV);
                super.pjump.jumping   = true;
                super.pjump.jumpTime  = wallJumpTime;
                super.pjump.jumpCount = 1;

                //preventDir = wallNormal < 0 ? -1 : 1;
            }
            else
            {
                vel = Vector2.zero;
            }
            return(vel);
        }
Example #2
0
        public Vector2 Update()
        {
            if (jumpCount < jumpsMax && !jumping)               // init
            {
                if ((super.isGrounded && InputWrapper.GetJumpBuffered() && jumpCount == 0) ||
                    InputWrapper.GetJumpDown())                       // first jump is buffered

                {
                    jumping = true;
                    super.partsys.Play();
                    jumpTime     = jumpTimeMax[jumpCount];
                    jumpSpeedCur = new Vector2(0, jumpSpeed[jumpCount]);
                }
            }

            if (jumping)
            {
                if (jumpTime > 0 && InputWrapper.GetJump())
                {
                    super.overrideVel.y = jumpSpeedCur.y;

                    vel.x = jumpSpeedCur.x;

                    jumpTime -= Time.fixedDeltaTime;
                }
                else                     // end jump
                {
                    jumpTime = 0;
                    jumping  = false;
                    jumpCount++;
                    vel = Vector2.zero;
                }
            }

            return(vel);
        }