protected virtual void ProcessWeapons() { AbstractController _controller = _hero.PlayerInstance.Controller; //Use the ranged weapon from the muzzle if (_controller.GetButtonDown(VirtualKey.SHOOT)) { _hero.RangedWeapon.OnTriggerDown(); } else if (_controller.GetButtonUp(VirtualKey.SHOOT)) { _hero.RangedWeapon.OnTriggerUp(); } //use the melee weapon if (_controller.GetButtonDown(VirtualKey.MELEE)) { _hero.MeleeWeapon.OnTriggerDown(); } else if (_controller.GetButtonUp(VirtualKey.MELEE)) { _hero.MeleeWeapon.OnTriggerUp(); } }
protected virtual void ProcessJump() { AbstractController _controller = _hero.PlayerInstance.Controller; if (_controller.GetButtonDown(VirtualKey.JUMP) && Physics2D.Linecast(transform.position, transform.position - _wallCheck.localPosition, 1 << LayerMask.NameToLayer("Ground"))) { _jumpStartTime = Time.time; _jump = true; _walljump = 1; //_anim.SetBool("Slide", true); } else if (_controller.GetButtonDown(VirtualKey.JUMP) && Physics2D.Linecast(transform.position, transform.position + _wallCheck.localPosition, 1 << LayerMask.NameToLayer("Ground"))) { _jumpStartTime = Time.time; _jump = true; _walljump = 2; //_anim.SetBool("Slide", true); } else { _walljump = 0; } // If the jump button is pressed and the player is grounded then the player should jump. if (_controller.GetButtonDown(VirtualKey.JUMP) && _grounded) { _jumpStartTime = Time.time; _jumpStart = true; _jump = true; } else if (_controller.GetButtonUp(VirtualKey.JUMP) || Time.time - _jumpStartTime > _hero.JumpLength) { _jump = false; } }