private Vector3 LaneHandler() { if (Input.GetKey(UpKey) && (LaneState == PlayerLaneState.One || LaneState == PlayerLaneState.UpShift)) { LaneState = PlayerLaneState.UpShift; } if (Input.GetKey(DownKey) && (LaneState == PlayerLaneState.Two || LaneState == PlayerLaneState.DownShift)) { LaneState = PlayerLaneState.DownShift; } if (LaneState == PlayerLaneState.UpShift && transform.position.z >= 1.0f) { LaneState = PlayerLaneState.Two; } if (LaneState == PlayerLaneState.DownShift && transform.position.z <= 0.0f) { LaneState = PlayerLaneState.One; } Vector3 move = Vector3.zero; if (LaneState == PlayerLaneState.DownShift) { move.z -= ShiftSpeed * Time.deltaTime; } else if (LaneState == PlayerLaneState.UpShift) { move.z += ShiftSpeed * Time.deltaTime; } return(move); }
// Use this for initialization void Start() { MyRenderer = transform.GetComponentInChildren<Renderer>(); MyCollider = transform.GetComponentInChildren<Collider>(); // TODO: Change if the players don't start falling jumpState = PlayerJumpState.Falling; stunState = PlayerStunnedState.Normal; LaneState = PlayerLaneState.One; // TODO: Set animation MyRenderer.material.color = Color.green; animation.Play ("Run"); }
private Vector3 LaneHandler() { if (Input.GetKey(UpKey) && (LaneState == PlayerLaneState.One || LaneState == PlayerLaneState.UpShift)) { LaneState = PlayerLaneState.UpShift; } if (Input.GetKey(DownKey) && (LaneState == PlayerLaneState.Two || LaneState == PlayerLaneState.DownShift)) { LaneState = PlayerLaneState.DownShift; } if (LaneState == PlayerLaneState.UpShift && transform.position.z >= 1.0f) { LaneState = PlayerLaneState.Two; } if (LaneState == PlayerLaneState.DownShift && transform.position.z <= 0.0f) { LaneState = PlayerLaneState.One; } Vector3 move = Vector3.zero; if(LaneState == PlayerLaneState.DownShift) { move.z -= ShiftSpeed * Time.deltaTime; } else if (LaneState == PlayerLaneState.UpShift) { move.z += ShiftSpeed * Time.deltaTime; } return move; }