// Update is called once per frame void Update() { //gameObject.GetComponent<Rigidbody>().velocity = Vector3.zero; /*float inptZ = Input.GetAxis("Horizontal"); * if (inptZ != 0) { * if (inptZ > 0) inptZ = 1; * else inptZ = -1; * }*/ float inptZ = 0; if (Input.GetKey(KeyCode.A)) { inptZ = -1; } else if (Input.GetKey(KeyCode.D)) { inptZ = 1; } float inptY = Input.GetAxis("Vertical"); _animator.SetFloat("inputZ", inptZ); CheckMousePos(); if (inptZ != 0) { Move(inptZ); } if (inptY != 0 && !_phyo.InAir) { //_phyo.InAir = true; _animator.SetBool("inAir", _phyo.InAir); _animator.Play("Armed-Jump"); //dir2Cursor*jumpspeed //_phyo.AddAirForce(Dir2Cursor() * _jumpSpeed); _phyo.AddAirForce(new Vector3(inptZ * 2, _jumpSpeed, 0)); } if (Input.GetAxis("Jump") != 0) { //_animator.Play("Armed-Jump"); //Roll(inptZ); } CheckBlock(); if (Input.GetKeyDown(KeyCode.Space)) { Roll(inptZ); } CheckAttack(); if (_rolling) { _phyo.AddVelocity(new Vector3(inptZ * 30, 0, 0)); } }