// Update is called once per frame void Update () { m_animController.SetWasPlayingClip(); CalculateVelocity(); HandleWallSliding(); controller.Move(velocity * Time.deltaTime, directionalInput); //call here to make sure we're incorporating platform influence on player if (controller.collisions.above || controller.collisions.below) { if (controller.collisions.slidingDownMaxSlope) { velocity.y += controller.collisions.slopeNormal.y * -gravity * Time.deltaTime; } else { velocity.y = 0; } } //Handle remaining animation cases if (IsStandingStill()) { m_animController.HandleIdle(); } else if (IsLanding()) { m_animController.HandleLanding(); } else if (IsInHangTime()) { m_animController.HandleAirHangTime(); } else if (IsRunning()) { m_animController.HandleRunning(Mathf.Sign(directionalInput.x)); } else { m_animController.HandleIdle(); } }
// Update is called once per frame void Update() { m_animController.SetWasPlayingClip(); CalculateVelocity(); HandleWallSliding(); controller.Move(velocity * Time.deltaTime, directionalInput); //call here to make sure we're incorporating platform influence on player if (controller.collisions.above || controller.collisions.below) { if (controller.collisions.slidingDownMaxSlope) { velocity.y += controller.collisions.slopeNormal.y * -gravity * Time.deltaTime; } else { velocity.y = 0; } } animator.SetBool("Grounded", controller.collisions.below); animator.SetFloat("VelocityX", Mathf.Abs(velocity.x) / moveSpeed); animator.SetFloat("VelocityY", velocity.y); animator.SetBool("WallSliding", wallSliding); /* if (wallSliding) { * return; * } * //Handle remaining animation cases * else if (IsStandingStill()) { * m_animController.HandleIdle(); * } * else if (IsLanding()) { * m_animController.HandleLanding(); * } * else if (IsInHangTime()) { * m_animController.HandleAirHangTime(); * } * else if (IsRunning()) { * m_animController.HandleRunning(Mathf.Sign(directionalInput.x)); * } * else { * m_animController.HandleIdle(); * } */ }
// Update is called once per frame void Update() { m_animController.SetWasPlayingClip(); CalculateVelocity(); HandleWallSliding(); controller.Move(velocity * Time.deltaTime, directionalInput); //call here to make sure we're incorporating platform influence on player if (controller.collisions.above || controller.collisions.below) { if (controller.collisions.slidingDownMaxSlope) { velocity.y += controller.collisions.slopeNormal.y * -gravity * Time.deltaTime; } else { velocity.y = 0; } } }