private void Update() { player_sprite.flipX = player_network.left; //This changes the y velocity when touching a wall so it gives the feeling the player is sliding on the wall if (IsWallFalling()) { rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y / fall_modifier); } Climbing_Ladder(); //This flips the sprite according to the moving direction if (IsWallFalling() && IsTouchingLeft()) { Flip(false); } else if (IsWallFalling() && IsTouchingRight()) { Flip(true); } //This triggers the move animation anim_manager.Move(rb.velocity.magnitude > 0 && (IsGrounded() || IsOnPlatform())); direction_vector = rb.velocity.y; }
private void Update() { //player_sprite.flipX = player_network.left; player_sprite.flipX = local_left; //This changes the y velocity when touching a wall so it gives the feeling the player is sliding on the wall if (IsWallFalling()) { rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y / fall_modifier); } Climbing_Ladder(); //This flips the sprite according to the moving direction if (IsWallFalling() && IsTouchingLeft()) { Flip(false); } else if (IsWallFalling() && IsTouchingRight()) { Flip(true); } //This triggers the move animation anim_manager.Move(rb.velocity.magnitude > 0 && (IsGrounded() || IsOnPlatform())); //This is the indicator on top of the player player_indicator.SetActive(is_active); if (Input.GetKeyDown(KeyCode.C)) { Swap_Character(); ChangeLayer(); //--------------------------------------change layer to player/terrain for character can jump head of each other } }