public void CheckOutOfBounds()
 {
     if (worldFloorLimit.IsTouching(playerCollider))
     {
         loader.FadeToLevel(loader.ReturnCurrentSceneIndex());
     }
 }
Exemple #2
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.E))
        {
            if (!isGrabbing)
            {
                OnCrateCollision();
            }
            else
            {
                ThrowCrate(grabbedCrate);
            }
        }

        if (isGrabbing)
        {
            PickCrate(grabbedCrate);
        }

        movement.x          = Input.GetAxis("Horizontal");
        transform.position += movement * Time.deltaTime * maxSpeed.x;

        animator.SetBool("isRunning", false);
        animator.SetBool("isFalling", false);
        animator.SetBool("isJumping", false);

        running = false;

        if (Input.GetAxis("Horizontal") > 0)
        {
            animator.SetBool("isRunning", true);
            running = true;
            transform.localRotation = Quaternion.Euler(0, 180, 0);
            flipped = false;
            //Debug.Log("Running");
        }

        if (Input.GetAxis("Horizontal") < 0)
        {
            animator.SetBool("isRunning", true);
            running = true;
            transform.localRotation = Quaternion.Euler(0, 0, 0);
            flipped = true;
            //Debug.Log("Running");
        }

        feetOffset.y = -2 * transform.localScale.y;
        isGrounded   = Physics2D.OverlapCircle(transform.position + feetOffset, checkRadious, whatIsGround);

        if (running && !isGrounded)
        {
            animator.SetBool("isRunning", false);
            running = false;
        }


        if (dead)
        {
            animator.SetBool("isDying", true);
            animator.SetBool("isEmpty", true);
            Level_script.FadeToOwnLevel();
        }

        if (isGrounded)
        {
            falling = false;
            jumping = false;
            animator.SetBool("isJumping", false);
            animator.SetBool("isFalling", false);
        }
        else
        {
            running = false;

            if (rb.velocity.y > 0)
            {
                animator.SetBool("isJumping", true);
                animator.SetBool("isFalling", false);
                // Debug.Log("Jumping!");
                jumping = true;
                falling = false;
            }
            else
            {
                animator.SetBool("isFalling", true);
                animator.SetBool("isJumping", false);
                // Debug.Log("Falling!");
                falling = true;
                jumping = false;
            }
        }

        if (isGrounded && Input.GetButtonDown("Jump"))
        {
            rb.velocity = Vector2.up * jumpForce;
        }

        if (startTimer)
        {
            timer += Time.deltaTime;

            if (timer >= 15.0f)
            {
                playFx = true;
                animator.SetBool("isDying", true);
                Level_script.FadeToLevel(0);
            }
        }
    }