void Start() { controller = GetComponent <Controller2d>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; }
void Start() { controller = GetComponent <Controller2d>(); ignorethis = moveSpeed; //gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); //jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; }
void Start() { controller = GetComponent <Controller2d>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); print("Gravity: " + gravity + " Jump Velocity: " + maxJumpVelocity); }
private void Update() { base.Update(); float velOut = 0f; Velocity.y = 0f; Velocity.x = Mathf.SmoothDamp(Velocity.x, _moveSpeed, ref velOut, 0.2f); Controller2d.Move(Velocity * Time.deltaTime); }
void Start() { controller = GetComponent <Controller2d>(); gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); // D=1/2gt^2 => Distance= 1/2 *gravity*time^2 maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); Debug.Log("velocityMin" + minJumpVelocity); Debug.Log("velocityMax" + maxJumpVelocity); }
private new void Update() { base.Update(); FallCheck(); // Do not accumulate gravity if colliding with anythig vertical if (Controller2d.Collisions.FromBelow || Controller2d.Collisions.FromAbove) { Velocity.y = 0; } if (_actionMovement.BounceBackActive) { ApplyBounceBack(); } else { CalculateVelocityOffInput(); ApplyGravity(); Controller2d.Move(Velocity * Time.deltaTime, DirectionalInput, JoystickId); // Reset the jump indicator once we've made contact with the ground again if (_jumped && Controller2d.Collisions.FromBelow) { _jumped = false; } } CalculateMovementAnimation(); CalcualteFacingDirection(); CalculateWeaponRotation(); DevelopmentHealthHack(); CheckForUltReady(); CheckForUltimateUse(); // Check for weapon switching if (Input.GetButtonUp(JoystickId + GameConstants.Input_LBumper) || Input.GetKeyUp(InputManager.Instance.ChangeWeapon)) { _weaponManager.SwitchWeapon(); } }
protected override void Move() { Animator.SetFloat("Velocity", Mathf.Abs(Velocity.x)); Controller2d.Move(Velocity * Time.deltaTime); }