Example #1
0
    // Update is called once per frame
    void Update()
    {
        moveDirectionX = 0f;

        // Player character actions
        if (playerHealth.GetCanAct())
        {
            moveDirectionX = Input.GetAxisRaw("Horizontal");

            if (Input.GetButtonDown("Jump"))
            {
                playerMovement.Jump();
            }
            if (Input.GetButtonUp("Jump"))
            {
                playerMovement.CutJumpHeight();
            }

            if (Input.GetButtonDown("Transform"))
            {
                //playerMovement.StopiAllMovement();
                transformationController.Transform();
            }

            if (Input.GetButtonDown("LightAttack"))
            {
                if (transformationController.GetIsInNormalForm())
                {
                    meleeAttack.Attack(ActionType.lightMelee);
                }
                else
                {
                    rangedAttack.Attack(ActionType.lightRanged);
                }
            }
            if (Input.GetButtonDown("HeavyAttack"))
            {
                if (transformationController.GetIsInNormalForm())
                {
                    meleeAttack.Attack(ActionType.heavyMelee);
                }
            }
        }

        playerMovement.MoveInDirection(moveDirectionX);

        // Interface controls
        if (Input.GetButtonDown("Cancel"))
        {
            screenManager.SetPauseMenuActive();
        }
    }
Example #2
0
    public override void Move()
    {
        //Stop when ground attacking on ground and when doing the special attack
        if (attacksGround.cooldownCurr > attacksGround.cooldownTolerance ||
            specialAttack.cooldownCurr > specialAttack.cooldownTolerance)
        {
            controller.Move(0, false);
            return;
        }

        //If the player was crouching, it will continue if there's a ceiling above him
        if (inputManager.crouch || (!inputManager.crouch && controller.IsOnCeiling() && keepCrouch))
        {
            keepCrouch = true;
            //Applying crouch speed modifier
            inputManager.horizontalMove *= crouchSpeed;
            //Disabling the stand collider if on ground
            if (standCollider)
            {
                standCollider.enabled = false;
            }
            //Setting animator to crouch
            animator.SetBool("IsCrouching", true);
        }
        else
        {
            keepCrouch = false;
            //Enabling the stand collider
            if (standCollider)
            {
                standCollider.enabled = true;
            }
            //Setting animator to not crouch
            animator.SetBool("IsCrouching", false);
        }

        // Attack only if not crouching
        if (!keepCrouch)
        {
            if (inputManager.attack)
            {
                if (controller.IsOnGround())
                {
                    attacksGround.Attack();
                }
                else
                {
                    attacksAir.Attack();
                }
            }
            else if (controller.IsOnGround() && inputManager.specialAttack)
            {
                specialAttack.Attack();
                inputManager.specialAttack = false;
            }
        }

        //Can't jump when there's a ceiling directly above
        if (controller.IsOnCeiling())
        {
            inputManager.jump = false;
        }

        //Filtering the jump input
        if (lastJumpInput && inputManager.jump)
        {
            inputManager.jump = false;
        }
        else
        {
            lastJumpInput = inputManager.jump;
        }

        //If the player isn't grounded, it can't double jump
        if (inputManager.jump && !controller.IsOnGround())
        {
            //Moving it, without double jumping
            inputManager.jump = false;
        }

        // Moving
        controller.Move(inputManager.horizontalMove * Time.fixedDeltaTime, inputManager.jump);

        //Dash if not crouching
        if (!keepCrouch && inputManager.dash != 0)
        {
            controller.Dash(inputManager.dash == 1);
            inputManager.dash = 0;
        }
    }
 private void FixedUpdate()
 {
     attack.Attack();
 }