void Jump() { RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.right * direction, 1, collisionMask); if (hit) { movement.Jump(); } }
protected virtual void Update() { #region Moving if (Input.GetKey(currentPreset.moveLeft)) { if (Input.GetKey(currentPreset.run)) { mb?.RunLeft(); } else { mb?.MoveLeft(); } } else if (Input.GetKey(currentPreset.moveRight)) { if (Input.GetKey(currentPreset.run)) { mb?.RunRight(); } else { mb?.MoveRight(); } } else { mb?.Stop(); } if (Input.GetKey(currentPreset.jump)) { mb?.Jump(); } #endregion #region Shooting if (Input.GetKeyDown(currentPreset.shoot)) { sb?.Shoot(); } if (Input.GetKeyDown(currentPreset.reload)) { sb?.Reload(); } if (Input.GetKeyDown(currentPreset.aimUp)) { sb?.RotateGun(true); } if (Input.GetKeyDown(currentPreset.aimDown)) { sb?.RotateGun(false); } #endregion }