//Check for anything that requires Physics private void FixedUpdate() { if (playerInteractions != null) { playerInteractions.sensor.Sensor(_HoldingPosition); } if (playerNum < player.GetPlayers().Count&& playerMovement != null) { playerMovement.Move(rb, playerNum, player); playerMovement.Move(PlayerObject.gameObject, playerNum, player); } }
private void Update() { movement.Move(physicStats.speed, Vector2.right); if (goUp) { movement.Jump(physicStats.height); } }
public void Move() { if (!_isMoving) { if (Input.GetMouseButtonDown(0)) { var mousePos = _mouse.GetMousePos(this); var validPositions = _gameMap.GetValidMovePositions(this); if (validPositions.Contains(mousePos)) { var currentDir = _playerMovement.GetDirection(this); _spriteRenderer.RenderDirection(this, currentDir); StartCoroutine(_playerMovement.Move(this)); UseMoveTurn(); } } } }
private void FixedUpdate() { if (_levelOver) { return; } movement.Move(input.ReadInput()); if (input.Mouse() && !_hookWasShot) { ShootHook(); } else if (!input.Mouse() && _hooked) { _hooked = false; _hookWasShot = false; hookController.GetComponent <SetHook>() .UnHook(); StartWalking(); } }
public override void SimulateOwner() { if (AcceptMove == true) { UpdateMoveInputs(); } if (AcceptLook) { UpdateLookInput(); } Vector3 direction = Vector3.zero; if (_forward) { direction += transform.forward; } else if (_back) { direction += -1 * transform.forward; } if (_left) { direction += -1 * transform.right; } else if (_right) { direction += transform.right; } _playerMovement.Rotate(_yaw); _playerMovement.Move(direction); UpdatePitch(); UpdateAnimator(); }