// Update is called once per frame void Update() { gamemangerscript = GameObject.FindObjectOfType <gamemanager> (); // when the character is dead if (health <= 0) { Instantiate(bloodexplosion, new Vector2(transform.position.x + 2f, transform.position.y + 1.3f), transform.rotation); gamemangerscript.playerdeath = true; Destroy(gameObject); speed = 0; } groundcollisionscript = GetComponent <groundcollsion> (); // float h = Input.GetAxis ("Horizontal"); body2d.velocity = new Vector2(speed, body2d.velocity.y); if (groundcollisionscript.grounded && Input.GetKeyDown("space")) { OnJump(); } }
void Update() { groundscript = GameObject.FindObjectOfType <groundcollsion> ().GetComponent <groundcollsion> (); anim = GetComponent <Animator> (); playerscript = GameObject.FindObjectOfType <characterscript> ().GetComponent <characterscript> (); difference = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position; difference.Normalize(); float rotz = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg; // find the angles in degrees Debug.Log(rotz); rotz = Mathf.Clamp(rotz, -90f, 90f); difference = new Vector2(Mathf.Clamp(difference.x, 0, 1), Mathf.Clamp(difference.y, -1, 1)); transform.rotation = Quaternion.Euler(0f, 0f, rotz); /* * if (Input.GetKeyDown ("d")) { * gunforward = true; * gunfaceup = false; * gunfacedown = false; * gunfaceupmiddle = false; * gunfacedownmiddle = false; * } else if (Input.GetKeyDown ("w")) { * gunforward = false; * gunfaceup = true; * gunfacedown = false; * gunfaceupmiddle = false; * gunfacedownmiddle = false; * } else if (Input.GetKeyDown ("s")) { * gunforward = false; * gunfaceup = false; * gunfacedown = true; * gunfaceupmiddle = false; * gunfacedownmiddle = false; * } else if (Input.GetKey ("d") && Input.GetKey("s")) { * gunforward = false; * gunfaceup = false; * gunfacedown = false; * gunfaceupmiddle = false; * gunfacedownmiddle = true; * } else if (Input.GetKey ("d") && Input.GetKey ("w")) { * gunforward = false; * gunfaceup = false; * gunfacedown = false; * gunfaceupmiddle = true; * gunfacedownmiddle = false; * } * * * if (gunfaceup == true) { * difference = new Vector2 (0, 1); * } else if (gunforward == true) { * difference = new Vector2 (1, 0); * } else if (gunfacedown) { * difference = new Vector2 (0, -1); * } else if (gunfacedownmiddle) { * difference = new Vector2 (3, -1); * } else if (gunfaceupmiddle) { * difference = new Vector2 (2, 1); * } */ if (!playerscript.dead && automatic && Time.time > cooldowntimer) { canshoot = true; } else { canshoot = false; } if (canshoot && Input.GetMouseButton(0)) { Debug.Log("shoot"); cooldowntimer = Time.time + firedelay; GameObject.FindObjectOfType <camerashake> ().GetComponent <camerashake> ().Shake(0.03f, 0.05f); anim.SetTrigger("shoot"); Instantiate(muzzleflash, firepoint.position, transform.rotation); GameObject bulletinstance; bulletinstance = Instantiate(bullet, firepoint.position, transform.rotation) as GameObject; bulletinstance.GetComponent <Rigidbody2D> ().AddForce(difference * forceshoot); if (rotz <= -80f && rotz >= -90f && transform.position.y <= 6f) { playerscript.GetComponent <Rigidbody2D> ().AddForce(Vector2.up * 400f); } shooting = true; } else { shooting = false; } }