// Update is called once per frame protected void Update() { // Do nothing if dialogue is playing if (m_gamePaused) { return; } if (InputContainer.instance.fire.down || InputContainer.instance.fire.pressed) { // Fire at opponents shooter.FireProjectile(Vector2.up, 0.1f); } if (!m_gameSlowed && (InputContainer.instance.slowTime.down || InputContainer.instance.slowTime.pressed)) { Debug.Log("Calling slow down time!"); // Slow down game time StartCoroutine(SlowDownTimer.RunSlowDownTimer()); } // Get your up/down/left/right player input Vector2 move = GetMovement(); // Get your current position Vector2 position = rigidbody2d.position; // Set your position as your position plus your movement vector, times your speed multiplier, and the current game timestep; position = position + move * m_speed * Time.deltaTime; // Tell the rigidbody to move to the positon specified rigidbody2d.MovePosition(position); }
protected new void Update() { if (m_gamePaused || !m_alive) { return; } inputs = InputContainer.instance; if (inputs.fire.down || inputs.fire.pressed) { // Fire at opponents m_emitter.FireProjectile(Vector2.up, 0.1f); } if (!m_gameSlowed && (inputs.slowTime.down || inputs.slowTime.pressed)) { Debug.Log("Calling slow down time!"); // Slow down game time StartCoroutine(SlowDownTimer.RunSlowDownTimer()); } MoveEntity(); }