public override void Input() { Vector2 v2 = Vector2.zero; if (UnityEngine.Input.GetKey(up)) { v2.y = 1; } if (UnityEngine.Input.GetKey(down)) { v2.y = -1; } if (UnityEngine.Input.GetKey(left)) { v2.x = 1; } if (UnityEngine.Input.GetKey(right)) { v2.x = -1; } v2.Normalize(); cachedVector.Assign(v2); }
public override void Input() { Vector2 v = Vector2.zero; if (UnityEngine.Input.GetKey(up)) { v.y += 1; } if (UnityEngine.Input.GetKey(down)) { v.y -= 1; } if (UnityEngine.Input.GetKey(left)) { v.x -= 1; } if (UnityEngine.Input.GetKey(right)) { v.x += 1; } if (UnityEngine.Input.GetKey(jump) && m_grounded) { SoundManager.PlaySound("jumpSmall"); m_animator.SetBool("Ground", false); m_rigidbody2D.AddForce(new Vector2(0, m_jumpForce)); m_grounded = false; } v.Normalize(); cacheVector.Assign(v); }
public override void Input() { cachedVector.Assign((target.position - transform.position).normalized); }