private void Update() { onGround = ray.OnGround(); AnimationState(); anim.SetInteger("state", (int)state); anim.SetInteger("LandStyle", (int)landStyle); }
private void Update() { onGround = ray.OnGround(); if (Input.GetButton("Jump")) { // Debug.Log("PULO"); Jump(); } }
private void Update() { onGround = ray.OnGround(); if (onGround) { if (Input.GetKeyDown(KeyCode.LeftControl)) { Roll(); } } }
private void Update() { onGround = ray.OnGround(); if (PrevAnimation != 4) { PrevAnimation = (int)fsm.state; SpeedAchievedOnFall = 0; } else { ChooseLandingStyle(); PrevAnimation = 1000; } }
private void Update() { onGround = ray.OnGround(); direction = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); }