void FixedUpdate() { InputDevice player = InputManager.ActiveDevice; InputControl movecontrol = player.GetControl(InputControlType.LeftStickX); Move(movecontrol.Value); myAnim.SetFloat("moveSpeed", Mathf.Abs(movecontrol.Value)); if (movecontrol.Value > .01f) { transform.localScale = new Vector2(1, transform.localScale.y); } if (movecontrol.Value < -.01f) { transform.localScale = new Vector2(-1, transform.localScale.y); } //Now checks if the trigger is active if (player.Action2 && myTrigger.GetIsActive()) { Jump(); myTrigger.BeatHit(); } //Dash Ability if (player.Action3 && myTrigger.GetIsActive()) { //negative on the y to invert stick for some reason Dash(Input.GetAxisRaw("L_XAxis_1"), -Input.GetAxisRaw("L_YAxis_1")); myTrigger.BeatHit(); } //Alt jump for testing if (Input.GetKeyDown(KeyCode.D) && myTrigger.GetIsActive()) { Jump(); myTrigger.BeatHit(); } //Alt dash for testing if (Input.GetKeyDown(KeyCode.S) && myTrigger.GetIsActive()) { Dash(1, 1); myTrigger.BeatHit(); } // player is falling if (mybody.velocity.y < 0) { mybody.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime; // minus 1 because unity is already applying 1 multiple of the gravity (don't want to add gravity part twice) } // player is moving up in the jump and a is released else if (mybody.velocity.y > 0) //&& !Input.GetButton("A_1")) { mybody.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime; } }
void FixedUpdate() { Move(Input.GetAxisRaw("L_XAxis_2")); //Now checks if the trigger is active if (Input.GetButtonDown("Y_2") && myTrigger.GetIsActive()) { Jump(); myTrigger.BeatHit(); } //Dash Ability if (Input.GetButtonDown("B_2") && myTrigger.GetIsActive()) { //negative on the y to invert stick for some reason Dash(Input.GetAxisRaw("L_XAxis_2"), -Input.GetAxisRaw("L_YAxis_1")); myTrigger.BeatHit(); } //Alt jump for testing if (Input.GetKeyDown(KeyCode.D) && myTrigger.GetIsActive()) { Jump(); myTrigger.BeatHit(); } //Alt dash for testing if (Input.GetKeyDown(KeyCode.S) && myTrigger.GetIsActive()) { Dash(1, 1); myTrigger.BeatHit(); } // player is falling if (mybody.velocity.y < 0) { mybody.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime; // minus 1 because unity is already applying 1 multiple of the gravity (don't want to add gravity part twice) } // player is moving up in the jump and a is released else if (mybody.velocity.y > 0) //&& !Input.GetButton("A_1")) { mybody.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime; } }