private void FixedUpdate() { // Read the inputs. if (Input.GetKey(KeyCode.Escape)) { pauseMenu.InitPauseMenuUI(); return; } bool crouch = Input.GetKey(KeyCode.S); bool lookingUp = Input.GetKey(KeyCode.W); float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump, lookingUp); m_Jump = false; }
void Update() { if (controller.collisions.above || controller.collisions.below) { velocity.y = 0; } Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (Input.GetKeyDown(KeyCode.W) && controller.collisions.below) { velocity.y = jumpVelocity; } float targetVelocityX = input.x * moveSpeed; velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below)?acclerationTimeGrounded:acclerationTimeAirborne); velocity.y += gravity * Time.deltaTime; controller.Move(velocity * Time.deltaTime); }