private void Update() { if (!isLocalPlayer) { return; } if (!m_Jump) { // Read the jump input in Update so button presses aren't missed. m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } bool useItem = CrossPlatformInputManager.GetButton("Item"); //bool useItem = Input.GetKey(KeyCode.Alpha5); if (useItem && !item.Equals("")) { if (item.Equals("Item1")) { //CmdBulletFire(); CmdBlackHoleFire(); } if (item.Equals("Item2")) { CmdBombFire(); } if (item.Equals("Item3")) { CmdSyringeFire(); } if (item.Equals("Item4")) { CmdRocketsFire(); } item = ""; itemNum = 0; } //Player has item if (!item.Equals("")) { if (item.Equals("Item2")) { itemNum = 2; } if (item.Equals("Item3")) { itemNum = 3; } } m_Anim.SetInteger("Item", itemNum); syringeCdTimer -= Time.deltaTime; if (isStunned) { stunDuration -= Time.deltaTime; if (stunDuration <= 0) { isStunned = false; print("no more stun"); statusNum = 0; CmdsendStatus(0); m_status.Status(0); } } if (slowMultiplier != 1) { slowDuration -= Time.deltaTime; if (slowDuration <= 0) { slowMultiplier = 1; print("no more slow"); CmdsendStatus(0); m_status.Status(0); } } if (inStasis) { stasisDuration -= Time.deltaTime; if (stasisDuration <= 0) { GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeRotation; inStasis = false; CmdsendStatus(0); m_status.Status(0); } } else { GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeRotation; } }
private void Update() { // set controlling the player only to local player if (!isLocalPlayer) { return; } // Set jump only if jump is not true has not been pressed, this prevents double jumping if (!m_Jump) { // Read the jump input in Update so button presses aren't missed. m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } //When item button is pressed, player will use the item they have in hand bool useItem = CrossPlatformInputManager.GetButton("Item"); //If button is pressed and item is available, check which item the player has and use it if (useItem && !item.Equals("")) { //Sends spawn information to the server if (item.Equals("Item1")) { CmdBlackHoleFire(); } else if (item.Equals("Item2")) { CmdBombFire(); } else if (item.Equals("Item3")) { CmdSyringeFire(); } else if (item.Equals("Item4")) { CmdRocketsFire(); } // Resets item information, the player will have used the item at thsi point item = ""; itemNum = 0; } //Player has item //sprite animator reads itemNum to determine what item the player is holding if (!item.Equals("")) { if (item.Equals("Item2")) { itemNum = 2; } if (item.Equals("Item3")) { itemNum = 3; } } //Sets animator to correspong to the correct item number m_Anim.SetInteger("Item", itemNum); //status effect timers update here if (isStunned) { stunDuration -= Time.deltaTime; if (stunDuration <= 0) { isStunned = false; print("no more stun"); // reset status to normal locally and on server. statusNum = 0; CmdsendStatus(0); m_status.Status(0); } } if (slowMultiplier != 1) { slowDuration -= Time.deltaTime; if (slowDuration <= 0) { slowMultiplier = 1; print("no more slow"); // reset status to normal locally and on server. CmdsendStatus(0); m_status.Status(0); } } if (inStasis) { stasisDuration -= Time.deltaTime; if (stasisDuration <= 0) { // reset status to normal locally and on server. GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeRotation; inStasis = false; CmdsendStatus(0); m_status.Status(0); } } //if status is normal release all constraints else { GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeRotation; } }