// Update is called once per frame void Update() { //renderers[2].sprite = Resources.Load("capHead",typeof(Sprite)) as Sprite; Vector2 directonalInput = new Vector2(gamepadInput.GetLeftHorizontalValue(), 0); if (directonalInput.x > 0 && !isfacingRight) { changeDirection(); isfacingRight = true; } if (directonalInput.x < 0 && isfacingRight) { changeDirection(); isfacingRight = false; } if (directonalInput.x != 0 && controller.collisions.below) { animator.SetInteger("State", 1); } if (directonalInput.x == 0 && controller.collisions.below) { animator.SetInteger("State", 0); } if (!controller.collisions.below) { animator.SetInteger("State", 3); } if (!isDead && animator.GetCurrentAnimatorStateInfo(0).IsName("death") && animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1) { foreach (var t in renderers) { t.enabled = false; } if (isfacingRight) { isfacingRight = false; changeDirection(); } renderers[renderers.Length - 2].enabled = true; isDead = true; } }
void Update() { Vector2 directionalInput = new Vector2(gamepadInput.GetLeftHorizontalValue(), 0); player.SetDirectionalInput(directionalInput); if (gamepadInput.IsJumpPressed()) { player.OnJumpInputDown(); } if (gamepadInput.IsJumpReleased()) { player.OnJumpInputUp(); } }