void ZachMovement(float zachspeed, int animationstate, bool isjump, int direction) //determines which way the model should be facing, the current movement speed and direction, and what animation is being played. verifies the unlockkey matches if movement is locked { //extra note: direction should either be 1 or -1; 1 if going a positive direction, -1 if going a negative direction if (!isjump && !islocked || !isjump && animationstate == unlockkey) { keyPress = true; mvnt.MoveAlongX(zachspeed * Time.deltaTime * direction); animator.SetInteger("AnimationState", animationstate); if (facingright) { spriteRenderer.flipX = false; } else { spriteRenderer.flipX = true; } } if (isjump && !islocked || isjump && animationstate == unlockkey) { keyPress = true; mvnt.MoveAlongY(zachspeed * Time.deltaTime * direction); animator.SetInteger("AnimationState", animationstate); if (facingright) { spriteRenderer.flipX = false; } else { spriteRenderer.flipX = true; } } }
private void Update() { mvnt.MoveAlongX(Input.GetAxis("P1X") * Distance * Time.deltaTime); mvnt.MoveAlongY(Input.GetAxis("JumpP1") * Distance * Time.deltaTime); if (Input.GetKeyDown(KeyCode.Space)) { mvnt.SmoothGridMove(Vector2.right, Distance, false); } }
protected void Update() { if (Velocity <= 0 || (Dh == 0 && Dv == 0)) { return; } // Debug.Log("MO.Update" + Dh); var dx = MoveX ? Dh * Velocity * Time.deltaTime : 0; var dy = MoveY ? Dv * Velocity * Time.deltaTime : 0; var moved = false; if (Force) { moved = true; if (MoveX) { _mvnt.ForceMoveAlongX(dx); } if (MoveY) { _mvnt.ForceMoveAlongY(dy); } } else { if (MoveX) { moved = _mvnt.MoveAlongX(dx) || moved; } if (MoveY) { moved = _mvnt.MoveAlongY(dy) || moved; } } var distance = Mathf.Sqrt(dx * dx + dy * dy); RemainingDistance -= distance; if (RemainingDistance <= 0) { StopMoving(); } OnMove(distance, moved); if (Input.GetKeyDown(KeyCode.Space)) { // Mvnt.SmoothGridMove(Vector2.right, Distance, false); } }