// Start is called before the first frame update void Start() { monedas = 0; scriptUI = UI.GetComponent <UI_Controller>(); _box = transform.GetComponent <BoxCollider2D>(); _rigidbody = GetComponent <Rigidbody2D>(); _animator = GetComponent <Animator>(); _weapon = GetComponentInChildren <Weapon>(); _renderer = GetComponent <Renderer>(); _original = _renderer.material.color; _box = GetComponent <BoxCollider2D>(); health = Max_health; inmunnity = gameObject.AddComponent <Timer>(); inmunnity.Duration = 0.5f; inmunnity.Run(); _facingRight = true; scriptUI.setVida((int)Max_health); }
// Update is called once per frame void Update() { if (_box.IsTouchingLayers() && inmunnity.Finished) { takeDamage(1); inmunnity.Run(); //Debug.Log("vida: "+healt); if (health == 0) { Debug.Log("U DED"); OnBecameInvisible(); health = Max_health; scriptUI.setVida((int)Max_health); } } //_grounded = IsGrounded(); if (Input.GetKeyDown(KeyCode.LeftShift)) { _fixed = true; } if (Input.GetKeyUp(KeyCode.LeftShift)) { _fixed = false; } if (Input.GetKeyDown(KeyCode.Q)) { Ability(1); } if (Input.GetKeyDown(KeyCode.E)) { Ability(2); } if (Input.GetKeyDown(KeyCode.R) && _playerIsLight != true) { slowFall(); } if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.LeftArrow)) { if (!selectorActivo) { scriptUI.activarUISelector(); selectorActivo = true; StartCoroutine(deactivateUISelector()); } else { StopCoroutine(deactivateUISelector()); scriptUI.desactivarUISelector(); selectorActivo = false; } } //_inputAxis = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (IsGrounded()) { _jump = true; _walk = true; _dash = true; } float horizontalInput = Input.GetAxisRaw("Horizontal"); _movement = new Vector2(horizontalInput, 0f); Debug.Log(horizontalInput); if (!_fixed && Input.GetKeyDown(KeyCode.W)) { _walk = false; if (IsGrounded()) { //_rigidbody.velocity = _movement; _rigidbody.velocity = new Vector2(_rigidbody.velocity.x, 0); _rigidbody.AddForce(Vector2.up * jumpPower, ForceMode2D.Impulse); } else { if (_jump) { _rigidbody.velocity = new Vector2(_rigidbody.velocity.x, 0); _rigidbody.AddForce(Vector2.up * jumpPower, ForceMode2D.Impulse); _jump = false; } } } }