private void DartOnJuiceSucked(object sender, JuiceSuckedEventArgs juiceSuckedEventArgs) { _hpScript.CurrentHp += juiceSuckedEventArgs.HpSucked; if (_delayManager.OtherReady) { m_SappingAudioSource = PlayNewSound(m_SappingAudioSource, Transfering); //SoundManager.PlaySFX(Transfering); _delayManager.AddOtherDelay(Settings.m_transferSoundDelay); } }
public void Move(float move, bool dash, bool jump, bool imobile, bool isShooting, bool doubleJump) { //CheckPassThrough(); if (m_DashTimer < Time.time && !m_CanDash && IsGrounded) { CheckDrag(); OnPlayerCanDashAgain(); m_CanDash = true; m_AirControl = true; } // Set whether or not the character is crouching in the animator //m_Anim.SetBool("Crouch", dash); //only control the player if grounded or airControl is turned on if ((IsGrounded || m_AirControl) && m_CanDash) { // Reduce the speed in air by the airSpeed multiplier float toMove = (!IsGrounded ? move * m_AirSpeed : move); if (isShooting && IsGrounded && !m_shootinDelayAdded) { m_delayManager.AddOtherDelay(m_ShootingDelayToSlow); m_shootinDelayAdded = true; } if (!isShooting && m_shootinDelayAdded) { m_shootinDelayAdded = false; } toMove = (isShooting && IsGrounded && m_delayManager.OtherReady ? move * m_ShootingSpeed : move); if (imobile && IsGrounded) { toMove = 0; } // The Speed animator parameter is set to the absolute value of the horizontal input. m_Anim.SetFloat("Speed", Mathf.Abs(toMove)); // Move the character m_Rigidbody2D.velocity = new Vector2(toMove * m_MaxSpeed, m_Rigidbody2D.velocity.y); // If the input is moving the player right and the player is facing left... if ((move > 0 && !m_Controller.m_FacingRight) || (move < 0 && m_Controller.m_FacingRight)) { Flip(); // ... flip the player. } } // If the player should jump... if (m_HasDoubleJump && !IsGrounded && !m_UsedDoubleJump) { jump = jump || doubleJump; } if (jump) { Jump(); } // If the player should dash if (m_CanDash && dash) { PhysicsDash(); } }