void Move(float force) { if (!canMove) { return; } currentSpeed = BMath.Smoothstep1D(currentSpeed, force, col.OnGround ? accelerationGrounded : accelerationAirbone); rb.velocity = new Vector2(currentSpeed, rb.velocity.y); }
public void MoveHorizontally(Vector2 direction) { TargetSpeed = direction.x * moveSpeed; CurrentSpeed = BMath.Smoothstep1D(CurrentSpeed, TargetSpeed, (Col.OnGround ? accelerationGrounded : accelerationAirbone) * Time.deltaTime); Rb.velocity = new Vector2(CurrentSpeed, Rb.velocity.y); if (direction.x > 0 && !facingRight || direction.x < 0 && facingRight) { Flip(); } }