public override void Update() { base.Update(); if (Controller.State.IsGrounded && !justJumped) { Controller.SetHorizontalForce(0); } if (justJumped) { justJumped = false; } }
public void OnBeat(float timeOfBeat, float a) { if (currentState != AIState.Idle && Controller.State.IsGrounded) { float speed = 0; if (currentState == AIState.Chasing) { speed = parameters.MaxSpeedChasing; } else { speed = parameters.MaxSpeedFighting; } float normalizedHorizontalSpeed = (player.transform.position.x > transform.position.x) ? 1 : -1; Controller.SetHorizontalForce(speed * normalizedHorizontalSpeed); Controller.Jump(); justJumped = true; } }