private void CheckIfStartedSprinting() { if (_isRunning == false) { StartSprinting?.Invoke(); Debug.Log("Start Sprinting"); } _isSprinting = true; }
private void OnSprintPress() { _isSprinting = true; _movement.IsSprinting = true; if (_isMoving && _movement.IsGrounded == true) { StartSprinting?.Invoke(); //Debug.Log("Started Sprinting"); } }
private void CheckIfSprinting() { if (_isSprinting == false) { StartSprinting?.Invoke(); Debug.Log("Sprinting"); if (_sprintingParticles != null) { _sprintingParticles.Play(); } } _isSprinting = true; }
private void CheckIfStartedMoving() { if (_isMoving == false && _movement.IsGrounded == true) { if (_isSprinting) { StartSprinting?.Invoke(); //Debug.Log("Started Sprinting"); } else { StartRunning?.Invoke(); //Debug.Log("Started Running"); } } _isMoving = true; }
public void RecheckRunSprintIdle() { if (_movement.IsGrounded) { if (_isMoving) { if (_isSprinting) { StartSprinting?.Invoke(); //Debug.Log("Land & Sprint"); } else { StartRunning?.Invoke(); //Debug.Log("Land & Run"); } } else { Idle?.Invoke(); //Debug.Log("Land & Idle"); } } }
void Update() { if (!_player.IsDead) { float horizontal = Input.GetAxisRaw("Horizontal"); float vertical = Input.GetAxisRaw("Vertical"); Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized; Vector3 moveDir = Vector3.zero; if (direction.magnitude >= 0.1f && _player.CanMove) { float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y; float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime); transform.rotation = Quaternion.Euler(0f, angle, 0f); moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward; if (Input.GetKey(KeyCode.LeftShift)) { if (!_isSprinting && !_takingDamage && controller.isGrounded) { StartSprinting?.Invoke(); _dashParticles.enableEmission = true; _isSprinting = true; StartCoroutine(SprintSteps()); } _isRunning = false; } else { CheckIfStartedMoving(); _isSprinting = false; } } else { CheckIfStoppedMoving(); } if (Input.GetKeyDown(KeyCode.Space) && controller.isGrounded && _player.CanMove) { Jump?.Invoke(); _isRunning = false; _isSprinting = false; yVelocity.y = 0; yVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravity); } if (!controller.isGrounded) { if (yVelocity.y < 0 && !_isFalling) { StartFalling?.Invoke(); _isFalling = true; } } if (_isFalling && controller.isGrounded) { _landingParticles.Emit(30); _landSound.PlayOneShot(_landSound.clip); if (!_isRunning && !_isSprinting) { Land?.Invoke(); } _isFalling = false; } if (!_isSprinting) { _dashParticles.enableEmission = false; } yVelocity.y += gravity * Time.deltaTime; moveDir += yVelocity; moveDir.x *= speed; moveDir.z *= speed; if (Input.GetKey(KeyCode.LeftShift)) { _speedBoost = true; } else { _speedBoost = false; } if (_speedBoost) { moveDir.x *= sprintSpeed; moveDir.z *= sprintSpeed; } controller.Move(moveDir * Time.deltaTime); } if (_player.IsDead) { _dashParticles.enableEmission = false; } }
// Update is called once per frame void Update() { // Movement float horizontal = Input.GetAxisRaw("Horizontal"); float vertical = Input.GetAxisRaw("Vertical"); Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized; if (!_isAirborne && _isMoving) { if (Input.GetKeyDown(KeyCode.LeftShift) && !_isSprinting) { _isSprinting = true; StartSprinting?.Invoke(); } } if (Input.GetKeyUp(KeyCode.LeftShift) && _isSprinting) { _isSprinting = false; if (!_isAirborne && _isMoving) { StartRunning?.Invoke(); } } if (controller.isGrounded) { _vSpeed = 0f; if (Input.GetKeyDown("space")) { Jump?.Invoke(); _vSpeed = jumpSpeed; _isAirborne = true; } } else { if (!_playerCharacterAnimator.IsPlayingAny()) { if (!_isFalling) { StartFalling?.Invoke(); Debug.Log("Started Falling"); _isFalling = true; } } } if (direction.magnitude >= .1f || _vSpeed != 0) { CheckIfStartedMoving(); float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y; float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime); transform.rotation = Quaternion.Euler(0f, angle, 0f); Vector3 moveDir = new Vector3(); if (direction.magnitude >= .1f) { moveDir = (Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward).normalized; } if (!_isSprinting) { moveDir *= speed; } else { moveDir *= sprintSpeed; } _vSpeed -= _gravity * Time.deltaTime; moveDir.y = _vSpeed; controller.Move(moveDir * Time.deltaTime); CheckIfLanded(); } else { CheckIfStoppedMoving(); } }