// Update is called once per frame void Update() { var x = (GlobalControl.GetHorizontal(playerNum) * 0.05f * mvSpeed); var y = (GlobalControl.GetVertical(playerNum) * 0.05f * mvSpeed); if (transform.position.x + x > bounds.max.x) { Debug.Log("Clamping " + transform.position.x + " into " + bounds.max.x); x = Mathf.Clamp(x, int.MinValue, 0); } else if (transform.position.x + x < bounds.min.x) { x = Mathf.Clamp(x, 0, int.MaxValue); } /*if (transform.position.y + y > bounds.max.y) { * Debug.Log ("Clamping y!"); * y = Mathf.Clamp (y, 0, int.MaxValue); * } * else if(transform.position.y + y < bounds.min.x) * y = Mathf.Clamp (y, int.MinValue,0);*/ if (canMove) { transform.position += new Vector3(x, y, 0); Debug.Log("Moving by " + x + " " + y); } }
void Update() { if (!hasControl || isDead) { return; } float horizontal = GlobalControl.GetHorizontal(playerNum); float vertical = GlobalControl.GetVertical(playerNum); rigid2d.velocity = new Vector2(horizontal, vertical).normalized *speed; float horizontalAim = GlobalControl.GetHorizontalAim(playerNum); float verticalAim = GlobalControl.GetVerticalAim(playerNum); if (horizontalAim != 0f || verticalAim != 0f) { transform.up = new Vector3(horizontalAim + 0.01f, verticalAim, 0); } if (GlobalControl.GetButtonDownRT(playerNum)) { ThrowBoomerang(); } }
// Update is called once per frame void Update() { float inputX = GlobalControl.GetHorizontal(num); float inputY = GlobalControl.GetVertical(num); float stepX = inputX * Time.deltaTime * speed; float stepY = inputY * Time.deltaTime * speed; if (transform.position.x > -6.25f && inputX < 0f || transform.position.x < 9 && inputX > 0f) { transform.position = new Vector3(transform.position.x + stepX, transform.position.y + stepY, transform.position.z); } }
// Update is called once per frame void Update() { //Horizontal movment for the character float inputX = GlobalControl.GetHorizontal(num); theRigidBody.velocity = new Vector2(inputX * speed, theRigidBody.velocity.y); //makes a character jump if they press A //want to make a double jump, you can only jup is you have a jump left. bool jump = GlobalControl.GetButtonDownA(num); if (jump && theRigidBody.transform.position.y < (-3.10) || jump && onFridge) { theRigidBody.velocity = new Vector2(theRigidBody.velocity.x, jumpPower); } if (onFridge) { animator.SetBool("isJumping", false); } if (transform.position.y < (-3.10) || onFridge) { animator.SetBool("isJumping", false); } else { animator.SetBool("isJumping", true); } animator.SetFloat("speed", Mathf.Abs(theRigidBody.velocity.x)); if (theRigidBody.velocity.x < 0) { sR.flipX = true; } else { sR.flipX = false; } if (theRigidBody.transform.position.x > -7f || theRigidBody.transform.position.y > 0) { onFridge = false; } }
// Update is called once per frame void Update() { var x = GlobalControl.GetHorizontal(BossPNum) * 0.05f * speed; if (transform.position.x + x > bounds.max.x) { Debug.Log("Clamping " + transform.position.x + " into " + bounds.max.x); x = Mathf.Clamp(x, int.MinValue, 0); } else if (transform.position.x + x < bounds.min.x) { x = Mathf.Clamp(x, 0, int.MaxValue); } transform.position += new Vector3(x, 0, 0); if (players.TrueForAll(isDisabled)) { ChangeScene("End_Screen"); Debug.Log("Game Over"); } frameCt++; if (currentObstacle != null) { currentObstacle.transform.position = transform.position; //Debug.Log ("Updating " + Input.GetButton ("X_P1")); if (GlobalControl.GetButtonA(BossPNum) || Input.GetKeyDown(KeyCode.Space)) { Debug.Log("Pressed"); currentObstacle.GetComponent <Obstacle>().setActive(conveyor); currentObstacle = null; frameCt = 0; } } else { if (frameCt > frameDelay) { currentObstacle = Instantiate(obPreFabs[Random.Range(0, obPreFabs.Length)]).GetComponent <Obstacle>(); currentObstacle.GetComponent <AffectedByConveyor>().conveyor = conveyor; currentObstacle.transform.position = transform.position; frameCt = 0; } } }