// Update is called once per frame

    void Update()
    {
        updateCharStats.SetWeapon(weapon);
        //if (dialogueManager.checkIfConversationing())
        //{
        //    Cursor.lockState = CursorLockMode.None;
        //}
        //else
        //{
        //    Cursor.lockState = CursorLockMode.Locked;
        //}
        if (!died && cameraLock.GetCameraLock() <= 0)
        {
            isGrounded = fixedIsGround();
            if (canJump)
            {
                fixedJump();
            }
            //SlideAttack();//cant use, dont know why
            if (canAttack)
            {
                Attack();
            }
            if (!attacking)
            {
                InputMagnitude();
                if (canCrouch)
                {
                    Crouch();
                }
                //fixedRun();
            }
            if (canRoll)
            {
                Roll();
            }
            detectAttackMode();
        }
        else
        {
            InputMagnitude();
        }
    }
    // Update is called once per frame
    void FixedUpdate()
    {
        if (m_cameraLock != cameraLock.GetCameraLock())
        {
            UpdateCameraLockState();
            m_cameraLock = cameraLock.GetCameraLock();
        }
        CacheAnimatorState();
        GetInput();
        if (canRun)
        {
            Run(); // edit the remapShiftSpeed value;
        }
        if (canCrouch)
        {
            Crouch();
        }
        detectAttackMode();



        if (canAttack)
        {
            Attack();
        }


        RotateCharacterToCameraPosition();


        isGrounded = characterController.isGrounded;


        if (Input.GetKeyDown(KeyCode.L))
        {
            FlyKnockBack(test, 10, 10, 10);
        }
    }
Exemple #3
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    // Update is called once per frame
    void Update()
    {
        if (cameraLock.GetCameraLock() <= 0)
        {
            mouseX = Input.GetAxis("Mouse X");
            mouseY = Input.GetAxis("Mouse Y");

            rotY += mouseX * inputSensitivity * Time.deltaTime;
            rotX += mouseY * inputSensitivity * Time.deltaTime;

            rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle);

            Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f);
            transform.rotation = localRotation;
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        cam                 = Camera.main;
        charStats           = FindObjectOfType <CharacterStats>();
        cameraLock          = FindObjectOfType <CameraLock>();
        anim                = GetComponent <Animator>();
        characterController = GetComponent <CharacterController>();
        weaponManager       = transform.GetComponentInChildren <WeaponManager>();
        m_cameraLock        = cameraLock.GetCameraLock();
        if (charStats.GetHavingWeapon().ToString() != Weapon.Armed.ToString())
        {
            weaponBack.transform.Find(charStats.GetHavingWeapon().ToString()).gameObject.SetActive(true);
        }


        defaultPlayerHeight = characterController.height;
        defaultPlayerCenter = characterController.center;
    }