Esempio n. 1
0
    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;
        }
    }