Esempio n. 1
0
    void move()
    {
        float horizontalInput = CrossPlatformInputManager.GetAxis("Horizontal");

        if (horizontalInput > 0)
        {
            playerSprite.flipX = false;
        }
        else if (horizontalInput < 0)
        {
            playerSprite.flipX = true;
        }

        if ((Input.GetKeyDown(KeyCode.Space) || CrossPlatformInputManager.GetButtonDown("B_Button")) && grounded == true)
        {
            rigidBody.velocity = new Vector2(rigidBody.velocity.x, jumpForce);
            grounded           = false;
            resetJump          = true;
            StartCoroutine(ResetJumpRoutine());
            playerAnim.Jump(true);
        }

        rigidBody.velocity = new Vector2(horizontalInput * speed, rigidBody.velocity.y);
        playerAnim.Move(horizontalInput);
    }
Esempio n. 2
0
    void Update()
    {
        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");

        if (x != 0f || z != 0f)
        {
            playerAnim.Move();
        }
        else
        {
            playerAnim.Idle();
        }

        Vector3 moveDirection = new Vector3(x, 0, z);

        moveDirection  = cameraTransform.TransformDirection(moveDirection);
        moveDirection *= moveSpeed;

        if (characterController.isGrounded == true)
        {
            yVelocity = 0.0f;
            jumpCount = 0;

            if (jumped == true)
            {
                playerAnim.Grounded();
            }
            jumped = false;
        }
        //Debug.Log(characterController.isGrounded);

        if (Input.GetButtonDown("Jump") && jumpCount < 2)
        {
            jumped = true;

            yVelocity = jumpSpeed;

            ++jumpCount;

            playerAnim.Jump();
        }

        yVelocity      += (gravity * Time.deltaTime);
        moveDirection.y = yVelocity;

        //Debug.Log(yVelocity);

        characterController.Move(moveDirection * Time.deltaTime);
    }