public override void UpdateAbility(CharacterState characterState, Animator animator) { CharacterControl control = characterState.GetCharacterControl(animator); if (control.MoveRight && control.MoveLeft) { animator.SetBool(TransitionParameter.Move.ToString(), false); return; } if (!control.MoveRight && !control.MoveLeft) { animator.SetBool(TransitionParameter.Move.ToString(), false); return; } /////////////////////////////////////////////////movement script//////////////////////////////////////////// if (control.MoveRight) { //move the player control.transform.Translate(Vector3.forward * Speed * Time.deltaTime); //turn face control.transform.rotation = Quaternion.Euler(0f, 0f, 0f); } if (control.MoveLeft) { //move the player control.transform.Translate(Vector3.forward * Speed * Time.deltaTime); //turn face to 180 degree control.transform.rotation = Quaternion.Euler(0f, 180f, 0f); } ///////////////////////////////////////////////////////////////////////////////////////////////////////////// }
private void Awake() { characterControl = this.gameObject.GetComponent <CharacterControl>(); }