Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        //Moving Left
        if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A))
        {
            mover.AccelerateInDirection(new Vector2(-1f, 0f));
            projectileShooter.SetDirection(new Vector3(-1f, 0f));
            //spriteRenderer.flipX = true;
            transform.rotation = Quaternion.Euler(transform.rotation.x, 180f, transform.rotation.z);
            animator.SetBool("running", true);
        }

        //Moving Right
        if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D))
        {
            mover.AccelerateInDirection(new Vector2(1f, 0f));
            projectileShooter.SetDirection(new Vector3(1f, 0f));
            //spriteRenderer.flipX = false;
            transform.rotation = Quaternion.Euler(transform.rotation.x, 0f, transform.rotation.z);
            animator.SetBool("running", true);
        }


        // Moving Up
        if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W))
        {
            jumper.Jump();
        }

        // If no keys are pressed let the animator know
        if (Input.anyKey == false)
        {
            animator.SetBool("running", false);
        }
    }
Esempio n. 2
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    public void Update()
    {
        remainingPatrolTime -= Time.deltaTime;

        //there's still patrol time left, so accelerate in our patrol direction
        if (remainingPatrolTime > 0.0f)
        {
            controlledMover.AccelerateInDirection(new Vector2(movementDirection, 0.0f));
        }
        //we're out of patrol time, so if we've come to rest by now, reverse direction and continue
        else if (!controlledMover.IsWalking())
        {
            movementDirection *= -1;

            remainingPatrolTime = patrolTime;

            if (jumpsAtEnd)
            {
                Jumper jumper = controlledMover.GetComponent <Jumper>();
                if (jumper != null)
                {
                    jumper.Jump();
                }
            }
        }
    }
Esempio n. 3
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    public void Update()
    {
        if (Input.GetKey(KeyCode.RightArrow))
        {
            controlledMover.AccelerateInDirection(new Vector3(1.0f, 0.0f));
        }

        if (Input.GetKey(KeyCode.LeftArrow))
        {
            controlledMover.AccelerateInDirection(new Vector3(-1.0f, 0.0f));
        }

        if (Input.GetKey(KeyCode.Space))
        {
            controlledMover.GetComponent <Jumper>().Jump();
        }
    }
Esempio n. 4
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    public void Update()
    {
        //we can use the convenience of Unity's input axes to get direction automatically.
        //bonus! this works with WASD and we can hook it up to work with controllers!
        controlledMover.AccelerateInDirection(new Vector3(Input.GetAxis("Horizontal"), 0.0f, 0.0f));

        if (Input.GetButtonDown("Jump"))
        {
            controlledJumper.Jump();
        }
    }
Esempio n. 5
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    public void Update()
    {
        //if it's not safe to walk forwards anymore, stop patrolling in that direction
        if (!MovingForwardsIsSafe())
        {
            remainingPatrolTime = 0.0f;
        }

        remainingPatrolTime -= Time.deltaTime;

        //there's still patrol time left, so accelerate in our patrol direction
        if (remainingPatrolTime > 0.0f)
        {
            controlledMover.AccelerateInDirection(new Vector2(movementDirection, 0.0f));
        }
        //we're out of patrol time, so if we've come to rest by now, reverse direction and continue
        else if (!controlledMover.IsWalking())
        {
            movementDirection *= -1;

            remainingPatrolTime = patrolTime;
        }
    }
Esempio n. 6
0
 public void Update()
 {
     controlledMover.AccelerateInDirection(targetDirection);
 }