// Update is called once per frame void Update() { this._isGrounded = Physics2D.Linecast(_transform.position, this._tagGround.position, _payerMask); Debug.Log(this._isGrounded); myAnim.UpdateIsGrounded(this._isGrounded); //if user play the game via NOT mobile phone, run this code #if !UNITY_ANDROID && !UNITY_IPHONE && !UNITY_BLACKBERRY && !UNITY_WINRT || UNITY_EDITOR this._hInput = Input.GetAxisRaw("Horizontal"); myAnim.UpdateSpeed(this._hInput); if (Input.GetButtonDown("Jump")) { Jump(); } #endif Move(this._hInput); /* * this._move = Input.GetAxis("Horizontal"); * this._jump = Input.GetAxis("Vertical"); * * if (this._move !=0) * { * //Set facingRight when user input Horizontal key * if(this._move > 0) * { * this._facingRight = true; * } * if(this._move < 0) * { * this._facingRight = false; * } * //set animation as walking * this._animator.SetInteger("Anim_state", 1); * } * //set animation as stand * else * { * this._animator.SetInteger("Anim_state", 0); * } * * if(this._jump>0) * { * //set animation as jumping * this._animator.SetInteger("Anim_state", 2); * } * * this._flip(); * //this.Movement(); * */ }