public void Move(Vector2 posMove) { int Speed = 10; Debug.Log("posMove: " + posMove); RigidbodyHero.MovePosition(posMove * Speed); }
//FixedUpdate is called at a fixed interval and is independent of frame rate. Put physics code here. void FixedUpdate() { if (Storage.Instance.IsLoadingWorld) { Debug.Log("_______________ LOADING WORLD ....._______________"); return; } float moveHorizontal = Input.GetAxis("Horizontal"); float moveVertical = Input.GetAxis("Vertical"); m_IsHeroMoving = false; _movement = new Vector2(moveHorizontal, moveVertical); if (CameraMap.enabled) { MovementMap(moveHorizontal, moveVertical); return; } else { //---Move Hero RigidbodyHero.MovePosition(RigidbodyHero.position + _movement * Speed * Time.deltaTime); if (_movement != new Vector2()) { m_IsHeroMoving = true; } //-------------- } AnimatorMoveHero(); if (_movement.x != 0 || _movement.y != 0 || m_isAfterUpdatePosHero) { if (Storage.Data.UpdatingLocationPersonLocal == 0) { m_isAfterUpdatePosHero = false; Storage.Player.RestructGrid(); } else { m_isAfterUpdatePosHero = true; Debug.Log("_________ Update Position Hero_____________ UpdatingLocationPersonLocal = " + Storage.Data.UpdatingLocationPersonLocal); } } if (Input.GetKey("escape")) { Storage.EventsUI.PlayerPressEscape(); } if (Input.GetMouseButtonDown(0) && m_IsCursorSelection) { _MousePositionClick = Input.mousePosition; } if (Storage.EventsUI.IsCursorVisible) { _MousePosition = Input.mousePosition; } }
void Start() { RigidbodyHero = GetComponent <Rigidbody2D>(); _count = 0; Storage.EventsUI.SetTittle = ""; Storage.EventsUI.SetCountText(_count); //Set Start Position RigidbodyHero.MovePosition(new Vector2(40, -40)); _bilderCursorPosition = new CursorPositionBilder(Storage.Instance.MainCamera); }
public void Enable() { GetComponent <CapsuleCollider2D>().enabled = true; RigidbodyHero.WakeUp(); }
public void Disable() { GetComponent <CapsuleCollider2D>().enabled = false; RigidbodyHero.Sleep(); }