void Movement() { //Movement Vector3 temp = transform.position; // If there is anything limiting the player's horizontal movement // (i.e. being on a ladder) // lock their horizontal controls if (Input.GetKey("a")) { temp.x -= moveSpeed * Time.deltaTime; } else if (Input.GetKey("d")) { temp.x += moveSpeed * Time.deltaTime; } if (Input.GetKey("w")) { ladMove = LAD_MOVEMENT.UP; } else if (Input.GetKey("s")) { ladMove = LAD_MOVEMENT.DOWN; } else { ladMove = LAD_MOVEMENT.STAY; } transform.position = temp; }
void Movement() { //Movement Vector3 temp = transform.position; // If there is anything limiting the player's horizontal movement // (i.e. being on a ladder) // lock their horizontal controls if (Input.GetKey ("a")) temp.x -= moveSpeed * Time.deltaTime; else if (Input.GetKey ("d")) temp.x += moveSpeed * Time.deltaTime; if (Input.GetKey("w")) ladMove = LAD_MOVEMENT.UP; else if (Input.GetKey("s")) ladMove = LAD_MOVEMENT.DOWN; else ladMove = LAD_MOVEMENT.STAY; transform.position = temp; }
void Movement() { if (stunDurration > 0.0f) { stunDurration -= Time.deltaTime; return; } //Movement Vector3 temp = transform.position; // If there is anything limiting the player's horizontal movement // (i.e. being on a ladder) // lock their horizontal controls if (Input.GetKey ("a")) { temp.x -= moveSpeed * Time.fixedDeltaTime; facingRight = false; Flip (facingRight); moving = true; } else if (Input.GetKey ("d")) { temp.x += moveSpeed * Time.fixedDeltaTime; facingRight = true; Flip (facingRight); moving = true; } else moving = false; if (Input.GetKey("w")) ladMove = LAD_MOVEMENT.UP; else if (Input.GetKey("s")) ladMove = LAD_MOVEMENT.DOWN; else ladMove = LAD_MOVEMENT.STAY; transform.position = temp; }