void Update() { if (m_controller.Collisions.above || m_controller.Collisions.below) { m_velocity.y = 0; } Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (Input.GetKeyDown(KeyCode.Space) && m_controller.Collisions.below) { m_velocity.y = m_jumpVelocity; } float targetVelocityX = input.x * m_moveSpeed; m_velocity.x = Mathf.SmoothDamp(m_velocity.x, targetVelocityX, ref m_velocityXSmoothing, (m_controller.Collisions.below) ? m_accelerationTimeGrounded : m_accelerationTimeAirbone); m_velocity.y += m_gravity * Time.deltaTime; m_controller.Move(m_velocity * Time.deltaTime); }
private void FixedUpdate() { controller.Move(_horizontalMove * Time.fixedDeltaTime, false, _jump); _jump = false; }