// Update is called once per frame void Update() { //get the horizontal value of the controller stick (should be in -1, +1 range) float horizontal_axis = Input.GetAxis("Horizontal"); //get the space key state bool space_state = Input.GetKey(KeyCode.Space); // get key state for punch bool punch_state = Input.GetKeyDown(KeyCode.Q); // get key state for item doener bool consume_doener_state = Input.GetKeyDown(KeyCode.Alpha1); // get key state for item doener bool consume_puntigamer_state = Input.GetKeyDown(KeyCode.Alpha2); // get key state for item doener bool consume_frankfurter_state = Input.GetKeyDown(KeyCode.Alpha3); // get grab key state bool grab_state = Input.GetKey(KeyCode.R); //set the move script input move_script.setMoveInput(horizontal_axis * (grab_state ? 0.5f : 1.0f)); move_script.setJumpInput(space_state); // set the combat script input combat_script.setPunchState(punch_state); // set input for grab script grab_script.setGrabState(grab_state); // set inventory script input inventory_script.setConsumeDoener(consume_doener_state); inventory_script.setConsumePuntigamer(consume_puntigamer_state); inventory_script.setConsumeFrankfurter(consume_frankfurter_state); //reload scene or jump to menu on backspace if (Input.GetKeyDown(KeyCode.Backspace)) { //get current scene name string current_scene = SceneManager.GetActiveScene().name; //jump to menu if in train statiion or tutorial if (current_scene.Equals("TrainStation") || current_scene.Equals("Tutorial")) { //load menu scene SceneManager.LoadScene("Menu"); } else { //reload current scene SceneManager.LoadScene(SceneManager.GetActiveScene().name); } } }
void disable() { // dead enemies fall down and just lie there for now Rigidbody2D rigidbody = gameObject.GetComponent <Rigidbody2D>(); // unfreeze rotation so that character falls down if (rigidbody != null) { rigidbody.freezeRotation = false; } // disable movement move_script.animator.SetInteger("WalkState", 0); move_script.setMoveInput(0.0f); // disable combat combat_script.animator.SetInteger("PunchState", 0); combat_script.setPunchState(false); }