// アニメーション再生コルーチン。 // ジャンプ中の着地アニメーション開始を調整して、 // time に合わせた時間だけジャンプアニメーションを再生する。 private IEnumerator JumpAnimation(float time) { animatorCtrl.Jump(true); yield return(new WaitForSeconds(time + preJumpTime - jumpEndTime)); // 着地アニメ開始まで待つ animatorCtrl.Jump(false); yield return(new WaitForSeconds(jumpEndTime)); }
void Update() { movement.x = Input.GetAxis("Horizontal"); mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); if (Input.GetMouseButtonDown(1)) { currWeap = 1; } else if (Input.GetMouseButtonUp(1)) { currWeap = 0; } if (currWeap != 0) { if (transform.position.x > mousePos.x && isFacingRight || transform.position.x < mousePos.x && !isFacingRight) { Flip(); } } else { if (movement.x > 0 && !isFacingRight || movement.x < 0 && isFacingRight) { Flip(); } } if (canMove == true) { if (Input.GetButtonDown("Jump") && isGrounded == true) { GetComponent <Rigidbody2D>().velocity = Vector2.up * jumpVelocity; playerAnimator.Jump(true); } } //Just for test, when we have a proper death mechanic change it. Right now it is just to show player death. if (Input.GetKeyDown(KeyCode.H)) { playerAnimator.Death(); } }
void ChangeRail() { int idx = currentRailIndex == 0 ? 1 : 0; currentRail = rails[idx]; currentRailIndex = idx; NextWaypoint(true); animController.Jump(); audioSource.Play(); }
void Update() { if (Input.GetKeyDown(KeyCode.Space) && canJump) { canJump = false; Jump(); playerAnimator.Jump(); } BetterFall(); ClampYVelocity(); }
private void Jump() { _animator.Jump(); _rb.velocity = new Vector3(0, Input.GetAxis("Jump") * JumpForce, 0); JumpingSound.Play(); }
public void Stop() { animatorCtrl.Run(false); animatorCtrl.Jump(false); runner.StopAgent(); }