}//update

    private void Move()
    {
        var absVelX = Mathf.Abs(body2D.velocity.x);
        var absVelY = Mathf.Abs(body2D.velocity.y);

        standing = (absVelY < 0.2);

        float forceX = 0f;
        float forceY = 0f;

        if (playerController.GetMove().x != 0)
        {
            if (absVelX < maxValues.x)
            {
                forceX   = (standing ? speed : speed * airSpeedMultiplayer) * playerController.GetMove().x;
                sr.flipX = playerController.GetMove().x < 1;
                anim.SetInteger("AnimState", 1);
            }
        }
        else
        {
            anim.SetInteger("AnimState", 0);
        }

        if (playerController.GetMove().y != 0)
        {
            if (absVelY < maxValues.y)
            {
                forceY = jetSpeed * playerController.GetMove().y;
                anim.SetInteger("AnimState", 2);
            }
        }
        else if ((absVelY > 0 && !standing))
        {
            anim.SetInteger("AnimState", 3);
        }


        Debug.Log("ForceX = " + forceX);
        body2D.AddForce(new Vector2(forceX, forceY));
    }
Exemple #2
0
 // Update is called once per frame
 void Update()
 {
     future      = pcs.GetFuture();
     currentRoom = pcs.GetRoom();
     if (!future)
     {
         destination = pastAnchors[currentRoom].transform;
     }
     else if (future)
     {
         destination = futureAnchors[currentRoom].transform;
     }
     if (pcs.canMove)
     {
         MoveToAnchor(currentRoom);
     }
     if (lastKnownRoom != currentRoom)
     {
         float d = destination.transform.position.x - this.transform.position.x;
         if (pcs.GetMove())
         {
         }
         else
         {
             if (d > .01)
             {
                 this.transform.Translate(8 * Time.deltaTime, 0.0f, 0.0f, Space.World);
             }
             else
             {
                 lastKnownRoom = currentRoom;
                 pcs.SetMove(true);
             }
         }
     }
     //Debug.Log("Future is " + future);
     //Debug.Log(pastAnchors[currentRoom].gameObject.transform);
 }