public override void Launch() { base.Launch(); TrailEffect = EffectEmitter.EmitParticle("trail_arrow", Vector3.zero, Vector3.zero, transform); Force = (transform.position - ShootPos).normalized * AmmoSpeed; MyRigi.AddForce(Force); }
private void HandleMovement(float horiz, float verti) { //Falling from the sky if (IsFalling) { gameObject.layer = 10; MyAni.SetBool("Land", true); } //Dodge on the ground if (!Attack && !Roll && (OnGround || airControl) && verti == 0) { dodgeSpeed = 100; MyRigi.velocity = new Vector2(horiz * speed, MyRigi.velocity.y); } //Dodge in the sky if (Jump && MyRigi.velocity.y == 0) { dodgeSpeed = .0005f; MyRigi.AddForce(new Vector2(0, jumpForce)); } if (verti > 0 && OnGround) { MyAni.SetBool("LookUp", true); } else if (verti < 0 && OnGround) { MyAni.SetBool("LookDown", true); } else { MyAni.SetBool("LookUp", false); MyAni.SetFloat("Speed", Mathf.Abs(horiz)); MyAni.SetBool("LookDown", false); } }