void inputReader(ref MovementReadings movement) { float vertical = Input.GetAxis("Vertical"); float horizontal = Input.GetAxis("Horizontal"); movement.setVertical(vertical); movement.setHorizontal(horizontal); }
void initializeMovementParameters() { isAirborne = false; isJumping = false; isDoubleJumping = false; isDashing = false; isInDashCoolDown = false; fallingAfterAttacking = false; airborneFramesTime = 0; jumpingTime = 0; dashingTime = 0; dashCoolDownTime = 0; movement = new MovementReadings(0.0f, 0.0f); //Time.timeScale = 1.0f; If the game starts having problems when reloading the scene, uncomment this line }
void moveCharacter(MovementReadings movement) { moveDirection = Vector3.zero; stopJumpingIfAttacking(); if (IsMovable.getIsAbleToMove() && !IsMovable.getIsStunned()) { setGroundedValues(); setMovingInputs(); fallUnderGravity(); controller.Move(moveDirection * Time.deltaTime); } }