private void Update() { if (!VideoGameController.instance.GetControllState()) { return; } if (VideoGameController.instance.GetRIGHT()) { right_input = Input.GetAxis("Horizontal_right"); /* transform.localScale.Set( * transform.localScale.x, * transform.localScale.y, * transform.localScale.z * ); */ } if (VideoGameController.instance.GetLEFT()) { left_input = Input.GetAxis("Horizontal_left"); /* transform.localScale.Set( * transform.localScale.x*-1f, * transform.localScale.y, * transform.localScale.z * ); */ } if (Mathf.Abs(left_input) > 0f || Mathf.Abs(right_input) > 0f) { anim.SetAction(1); } else { anim.SetAction(0); } if (Physics2D.Raycast(transform.position, -transform.up, 1.7f, floorLayer.value)) { anim.SetAction("isJumping", false); } else { anim.SetAction("isJumping", true); } if (Input.GetKeyDown(KeyCode.K)) { GetComponent <AudioSource>().Play(); } if (VideoGameController.instance.GetJUMP()) { is_jumping = Input.GetAxis("Jump") >= 1; } if (VideoGameController.instance.GetFIRE()) { is_shooting_forward = Input.GetAxis("ShootForward") >= 1; } if (VideoGameController.instance.GetJUMP()) { is_shooting_up = Input.GetAxis("ShootUp") >= 1; } }
public void Move(float move, bool crouch, bool jump) { anim.SetAction("isCrounched", crouch); // If crouching, check to see if the character can stand up if (!crouch) { // If the character has a ceiling preventing them from standing up, keep them crouching if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) { crouch = true; } } //only control the player if grounded or airControl is turned on if (m_Grounded || m_AirControl) { // If crouching if (crouch) { if (!m_wasCrouching) { m_wasCrouching = true; OnCrouchEvent.Invoke(true); } // Reduce the speed by the crouchSpeed multiplier move *= m_CrouchSpeed; // Disable one of the colliders when crouching if (m_CrouchDisableCollider != null) { m_CrouchDisableCollider.enabled = false; } } else { // Enable the collider when not crouching if (m_CrouchDisableCollider != null) { m_CrouchDisableCollider.enabled = true; } if (m_wasCrouching) { m_wasCrouching = false; OnCrouchEvent.Invoke(false); } } // Move the character by finding the target velocity Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y); // And then smoothing it out and applying it to the character m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); // If the input is moving the player right and the player is facing left... if (move > 0 && !m_FacingRight) { // ... flip the player. Flip(); } // Otherwise if the input is moving the player left and the player is facing right... else if (move < 0 && m_FacingRight) { // ... flip the player. Flip(); } } // If the player should jump... if (m_Grounded && jump) { // Add a vertical force to the player. m_Grounded = false; //m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); m_Rigidbody2D.velocity = transform.up * m_JumpForce / 20; } }