void FixedUpdate()
        {
            if (m_controller.IsAlive && GameManager.Instance.AllowMovement)
            {
                bool         hasCollided = false;
                Collider2D[] colliders   = Physics2D.OverlapCircleAll(m_sideCollision.position, k_GroundedRadius,
                                                                      m_WhatIsWall);
                foreach (Collider2D col in colliders)
                {
                    if (col.gameObject != gameObject)
                    {
                        hasCollided = true;
                    }
                }

                if (hasCollided)
                {
                    Flip();
                }
                m_controller.Move(0.1f * Direction, false);
            }
            else if (!GameManager.Instance.AllowMovement)
            {
                m_controller.Stop();
            }
        }
Exemple #2
0
 void FixedUpdate()
 {
     if (m_controller.IsAlive && GameManager.Instance.AllowMovement)
     {
         float move = Input.GetAxis("Horizontal");
         if (!Attacking)
         {
             m_controller.Move(move, m_jump);
         }
         m_feetBox.gameObject.SetActive(!m_controller.IsGrounded);
         m_jump = false;
         if (!Attacking && m_controller.IsGrounded && Input.GetButtonDown("Fire1"))
         {
             Attack();
         }
     }
 }