// Update is called once per frame void LateUpdate() { isGrounded = Physics.CheckSphere( groundCheck.position, groundCheckRadius, groundLayerMask); if (isGrounded && vel.y < 0) { vel.y = -1; } float x = Input.GetAxis("Horizontal"); float z = Input.GetAxis("Vertical"); Vector3 movement = transform.right * x + Cam.transform.forward * z; controller.Move(movement * movementSpeed * Time.deltaTime); if (Input.GetButton("Jump")) { if (!HeadWaterSurfaceScript.AboveWater()) { vel.y = Mathf.Sqrt(jumpForce * -2 * startGravity); } } vel.y += Gravity * Time.deltaTime; controller.Move(vel * Time.deltaTime); }
private void Start() { UpdateShader(); //for prototype fps scene HeadWaterSurfaceScript.OnAboveWater e = delegate() { ToggleFog(); }; HeadWaterSurfaceScript.AddOnAboveWaterEvent(e); }
private void Awake() { s = this; }