private void Update() { if (Input.GetKey(keyUp)) { physics.Move(Time.deltaTime * speed * Vector3.up); } else if (Input.GetKey(keyDown)) { physics.Move(Time.deltaTime * speed * Vector3.down); } }
private void Update() { physics.Move(speed * Time.deltaTime * _currentVelocity); if (transform.position.x <= playerLeft.position.x - Offset) { AddPointAndRestart(ref _playerRightScore); } else if (transform.position.x >= playerRight.position.x + Offset) { AddPointAndRestart(ref _playerLeftScore); } }
private void Update() { if (GameOver) { return; } if (Input.GetKeyDown(KeyCode.Space) && !_outOfScreen) { _currentVerticalVelocity = punchPower; } physics.Move(Time.deltaTime * _currentVerticalVelocity * Vector3.up); _currentVerticalVelocity -= Time.deltaTime * gravity; }
private void Update() { if (_isMoving) { physics.Move(Time.deltaTime * _currentVelocity); _currentVelocity -= 1f / deccelerationTime * Time.deltaTime * _startVelocity; if (_currentVelocity.sqrMagnitude < 0.05f) { _currentVelocity = Vector2.zero; _isMoving = false; _score += Reward; Debug.Log($"Score: {_score}"); club.Show(true); } } }