private void Update() { if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } m_Character.Attack( ); }
// Fixed update is called in sync with physics private void FixedUpdate() { // read inputs float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = CrossPlatformInputManager.GetAxis("Vertical"); bool crouch = Input.GetKey(KeyCode.C); bool attack = Input.GetKey(KeyCode.LeftShift); if (attack) { m_Character.Attack(); } // calculate move direction to pass to character if (m_Cam != null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = v * m_CamForward + h * m_Cam.right; } else { // we use world-relative directions in the case of no main camera m_Move = v * Vector3.forward + h * Vector3.right; } #if !MOBILE_INPUT // walk speed multiplier if (Input.GetKey(KeyCode.LeftShift)) { m_Move *= 0.5f; } #endif // pass all parameters to the character control script m_Character.Move(m_Move, crouch, m_Jump); m_Jump = false; }