// Update is called once per frame void Update() { //Logic to control the player depth //If we're on an invisible platform, move to a physical platform, this comes in handy to make rotating possible //Try to move us to the closest platform to the camera, will help when rotating to feel more natural //If we changed anything, update our level data which pertains to our inviscubes FacingDirection tryRotateDirection; //Handle Player input for rotation command // DONT PUT FLOOR UNDER A WALL if ((Input.GetKeyDown(KeyCode.W) && Player.GetComponent <SpriteRenderer>().flipX) || (Input.GetKeyDown(KeyCode.S) && !Player.GetComponent <SpriteRenderer>().flipX)) { tryRotateDirection = RotateDirectionLeft(); if (fezMove.UpdateToFacingDirection(tryRotateDirection, degree + 90f, Level, WorldUnits)) { facingDirection = tryRotateDirection; degree += 90f; } } else if ((Input.GetKeyDown(KeyCode.W) && !Player.GetComponent <SpriteRenderer>().flipX) || (Input.GetKeyDown(KeyCode.S) && Player.GetComponent <SpriteRenderer>().flipX)) { tryRotateDirection = RotateDirectionRight(); if (fezMove.UpdateToFacingDirection(tryRotateDirection, degree - 90f, Level, WorldUnits)) { facingDirection = tryRotateDirection; degree -= 90f; } } seeThroughBuilding(Player.transform.position); }
// Update is called once per frame void Update() { //Logic to control the player depth //If we're on an invisible platform, move to a physical platform, this comes in handy to make rotating possible //Try to move us to the closest platform to the camera, will help when rotating to feel more natural //If we changed anything, update our level data which pertains to our inviscubes if (!fezMove._jumping) { bool updateData = false; if (OnInvisiblePlatform()) { if (MovePlayerDepthToClosestPlatform()) { updateData = true; } } if (MoveToClosestPlatformToCamera()) { updateData = true; } if (updateData) { UpdateLevelData(false); } } //Handle Player input for rotation command if (Input.GetKeyDown(KeyCode.RightArrow)) { //If we rotate while on an invisible platform we must move to a physical platform //If we don't, then we could be standing in mid air after the rotation if (OnInvisiblePlatform()) { //MoveToClosestPlatform(); MovePlayerDepthToClosestPlatform(); } lastfacing = facingDirection; facingDirection = RotateDirectionRight(); degree -= 90f; UpdateLevelData(false); fezMove.UpdateToFacingDirection(facingDirection, degree); } else if (Input.GetKeyDown(KeyCode.LeftArrow)) { if (OnInvisiblePlatform()) { //MoveToClosestPlatform(); MovePlayerDepthToClosestPlatform(); } lastfacing = facingDirection; facingDirection = RotateDirectionLeft(); degree += 90f; UpdateLevelData(false); fezMove.UpdateToFacingDirection(facingDirection, degree); } }
// Update is called once per frame void Update() { fight_check = Combo.fightable; if (!fezMove._jumping) { bool updateData = false; if (OnInvisiblePlatform()) { if (MovePlayerDepthToClosestPlatform()) { updateData = true; } } if (MoveToClosestPlatformToCamera()) { updateData = true; } if (updateData) { UpdateLevelData(false); } } if (fight_check == 0) { /* * if (Input.GetKeyDown(KeyCode.RightArrow)) * { * * if (OnInvisiblePlatform()) * { * * MovePlayerDepthToClosestPlatform(); * * } * * lastfacing = facingDirection; * facingDirection = RotateDirectionRight(); * degree -= 90f; * UpdateLevelData(false); * fezMove.UpdateToFacingDirection(facingDirection, degree); * * } * else if (Input.GetKeyDown(KeyCode.LeftArrow)) * { * if (OnInvisiblePlatform()) * { * //MoveToClosestPlatform(); * MovePlayerDepthToClosestPlatform(); * * } * lastfacing = facingDirection; * facingDirection = RotateDirectionLeft(); * degree += 90f; * UpdateLevelData(false); * fezMove.UpdateToFacingDirection(facingDirection, degree); * * } * */ //JoystickButton5 || JoystickButton14 if (Input.GetKeyDown(KeyCode.JoystickButton5)) { //If we rotate while on an invisible platform we must move to a physical platform //If we don't, then we could be standing in mid air after the rotation if (OnInvisiblePlatform()) { //MoveToClosestPlatform(); MovePlayerDepthToClosestPlatform(); } lastfacing = facingDirection; facingDirection = RotateDirectionRight(); degree -= 90f; UpdateLevelData(false); fezMove.UpdateToFacingDirection(facingDirection, degree); audio.Play(); } //JoystickButton4 || JoystickButton13 else if (Input.GetKeyDown(KeyCode.Joystick1Button4)) { if (OnInvisiblePlatform()) { //MoveToClosestPlatform(); MovePlayerDepthToClosestPlatform(); } lastfacing = facingDirection; facingDirection = RotateDirectionLeft(); degree += 90f; UpdateLevelData(false); fezMove.UpdateToFacingDirection(facingDirection, degree); audio.Play(); } } }