/// <summary>
        /// Do euler physics each tick.
        /// </summary>
        void Update()
        {
            CalcMovementHorizontal();

            CalcVerticalMovement();


            // Applying our velocity to our position:
            transform.position += velocity * Time.deltaTime;
            aabb.RecalcAABB();
            isGrounded = false;
        }
        /// <summary>
        /// Do euler physics each tick.
        /// </summary>
        void Update()
        {
            if (Time.deltaTime > 0.25)
            {
                return;                        // Lag spike? quit early, do nothing
            }
            CalcMovementHorizontal();

            CalcVerticalMovement();


            // Applying our velocity to our position:
            transform.position += velocity * Time.deltaTime;

            aabb.RecalcAABB();
            isGrounded = false;
        }
Exemple #3
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        /// <summary>
        /// Do euler physics each tick.
        /// </summary>
        void Update()
        {
            if (Time.deltaTime > 0.25)
            {
                return;                        // Lag spike? quit early, do nothing
            }
            //print(isGrounded);

            // Communicates w/ animation controller to determine what animation needs to be running.
            anim.SetBool("isGrounded", isGrounded);

            CalcMovementHorizontal();

            CalcVerticalMovement();


            // Applying our velocity to our position:
            transform.position += velocity * Time.deltaTime;

            aabb.RecalcAABB();
            isGrounded = false;
        }