Esempio n. 1
0
    void Update()
    {
        CollisionCheck();

        if (_isHoldingWeapon)
        {
            _hit.collider.gameObject.transform.position = Hold.position;
        }

        Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));

        //Control Code
        ///
        ////
        /////
        //////

        if (!_controller.collisions.below)
        {
            airTime += Time.deltaTime;
            if (_controller.collisions.below)
            {
                airTime = 0;
            }
        }

        if (_playerCurrentEnegy < _playerMaxEnegy)
        {
            _playerCurrentEnegy += rechargeRate * Time.deltaTime;
        }

        if (Input.GetKeyDown(KeyCode.E))
        {
            PickupItem();
        }

        if (Input.GetKeyDown(KeyCode.Q))
        {
            //TODO:: Throw the shit
        }

        if (Input.GetKeyDown(KeyCode.Tab))
        {
            //TODO:: Inventory shit
        }

        if (Input.GetKeyDown(KeyCode.LeftControl))
        {
            //TODO:: hiding & disable player attack shit
        }

        if (Input.GetKeyDown(KeyCode.LeftShift))
        {
            if (_buttoncooldown > 0 && _buttoncount == 1)
            {
                _dashcount++;
                _controller.Dash(input, _dashForce);
            }
            else
            {
                _buttoncooldown = 0.5f;
                _buttoncount   += 1;
            }
        }

        if (_buttoncooldown > 0)
        {
            _buttoncooldown -= 1 * Time.deltaTime;
        }
        else
        {
            _buttoncount = 0;
        }


        if (Input.GetKeyDown(KeyCode.Space))
        {
            Jump();
        }

        if (Input.GetKeyDown(KeyCode.Z))
        {
            Restart();
        }

        /////
        ////
        ///
        //


        if (_playerHp <= 0)
        {
            Dead();
        }

        float targetVelocityX = input.x * moveSpeed;

        velocity.x  = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref _velocityXSmoothing, (_controller.collisions.below)?accelerationTimeGrounded:accelerationTimeAirborne);
        velocity.y += gravity * Time.deltaTime;
        _controller.Move(velocity * Time.deltaTime);
        OnBoostBlock = false;
    }