// Update is called once per frame void Update() { //Moving Left if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) { mover.AccelerateInDirection(new Vector2(-1f, 0f)); projectileShooter.SetDirection(new Vector3(-1f, 0f)); //spriteRenderer.flipX = true; transform.rotation = Quaternion.Euler(transform.rotation.x, 180f, transform.rotation.z); animator.SetBool("running", true); } //Moving Right if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) { mover.AccelerateInDirection(new Vector2(1f, 0f)); projectileShooter.SetDirection(new Vector3(1f, 0f)); //spriteRenderer.flipX = false; transform.rotation = Quaternion.Euler(transform.rotation.x, 0f, transform.rotation.z); animator.SetBool("running", true); } // Moving Up if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W)) { jumper.Jump(); } // If no keys are pressed let the animator know if (Input.anyKey == false) { animator.SetBool("running", false); } }
// Start is called before the first frame update void Start() { mover = GetComponent <Mover>(); spriteRenderer = GetComponent <SpriteRenderer>(); jumper = GetComponent <Jumper>(); animator = GetComponent <Animator>(); projectileShooter = GetComponent <ProjectileShooter>(); projectileShooter.SetDirection(new Vector3(1f, 0f)); }