private void Update() { //Si su velocidad es 0, entonces tiene que poner la anim de Idel if (Mathf.Abs(_rb.velocity.x) <= 0.9f && Mathf.Abs(_rb.velocity.z) <= 0.9f) { _idle.Idle(); _view.Idle(); } }
// Update is called once per frame void Update() { if (isLocalPlayer) { if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D)) { WalkComponent.Walk(); } if (Input.GetKey(KeyCode.Space)) { JumpComponent.Jump(); } if (!Input.anyKeyDown && !Input.anyKey) { IdleComponent.Idle(); } if (Input.GetMouseButtonDown(1)) { WeaponComponents[SelectedWeapon].UseWeaponPrimary(); } if (Input.GetMouseButtonDown(2)) { WeaponComponents[SelectedWeapon].UseWeaponSecondary(); } if (Input.GetKey(KeyCode.V)) { //Quick Meele } if (Input.GetKey(KeyCode.Q)) { //Ultimate } if (Input.GetKey(KeyCode.E)) { //PrimaryAbility } if (Input.GetKey(KeyCode.LeftShift)) { //UtilityAbility } if (Input.GetKey(KeyCode.R)) { //Reload } } }