private void FixedUpdate() { if (m_IsGrounded) { if (m_MakeCrouched == 0 && !m_Crouch) { if (!Physics2D.OverlapCircle(m_WallCheck.position, .2f, m_WhatIsGround)) { m_Animator.PlayerCrouching(true); m_Crouch = true; SetCollidersCrouch(); } m_MakeCrouched = 2; } else if (m_MakeCrouched == 1 && m_Crouch) { if (!Physics2D.OverlapCircle(m_CeilingCheck.position, .2f, m_WhatIsGround)) { m_Animator.PlayerCrouching(false); m_Crouch = false; SetCollidersStand(); m_MakeCrouched = 2; } } } //Move character m_Movement.Move(m_HorizontalMove * Time.fixedDeltaTime, m_Crouch, m_Jump, m_Sprint); m_Jump = false; }
private void FixedUpdate() { _characterMovement.Move(_horizontalDirection * Time.fixedDeltaTime, false, _isJumping); _isJumping = false; }
// Update is called once per frame void Update() { //TODO: Maybe add an interface for gameplay systems ("IControllable" or "IGameplaySystem") //TODO: Maybe base the logic on events, not if statements //DONE: Add default bindings (for each player) if (Input.GetKey(moveLeft)) { characterMovement2D.Move(Direction.Left); } if (Input.GetKeyUp(moveLeft)) { characterMovement2D.DontMove(); } if (Input.GetKey(moveLeft) && Input.GetKey(dodge)) { characterMovement2D.NewDodge(Direction.Left); } if (Input.GetKey(moveRight)) { characterMovement2D.Move(Direction.Right); } if (Input.GetKeyUp(moveRight)) { characterMovement2D.DontMove(); } if (Input.GetKey(moveRight) && Input.GetKey(dodge)) { characterMovement2D.NewDodge(Direction.Right); } if (Input.GetKey(moveLeft) && Input.GetKey(moveRight)) { characterMovement2D.DontMove(); } if (Input.GetKeyDown(attack)) { characterCombat2D.Attack(); } if (Input.GetKeyDown(block)) { characterCombat2D.Block(); } if (Input.GetKeyDown(firstAbility)) { characterAbilities2D.ability1.Use(); } if (Input.GetKeyDown(secondAbility)) { characterAbilities2D.ability2.Use(); } if (Input.GetKeyDown(thirdAbility)) { characterAbilities2D.ability3.Use(); } if (Input.GetKeyDown(rageMode)) { characterAbilities2D.rageMode.Use(); } }
void FixedUpdate() { //Move our Character (movement, counch, jump) controller.Move(horizontalMove * Time.fixedDeltaTime, false, isJumping); isJumping = false; }