// Update is called once per frame void Update() { coolDown += Time.deltaTime; Physics.IgnoreLayerCollision(0, 11, (this.gameObject.GetComponent <CharacterController>().velocity.y > 0.0f)); if (input.getFireEnabled() && coolDown > nextFire) { coolDown = 0.0f; if (input.updateMovement().x > 0) //rigth { rigth = false; } else if (input.updateMovement().x < 0)//left { rigth = true; } this.gameObject.transform.localScale = new Vector3(rigth ? -1 : 1, 1, 1); GameObject cloneBullet = (Network.peerType == NetworkPeerType.Disconnected) ? Instantiate(bullet, currentSourceTransform.position, Quaternion.identity) as GameObject : Network.Instantiate(bullet, currentSourceTransform.position, Quaternion.identity, 0) as GameObject; Bullet bulletObject = cloneBullet.gameObject.GetComponent <Bullet>(); bulletObject.velocity = bulletVelocity; bulletObject.owner = this.gameObject.GetComponent <Life>().getTeam(); bulletObject.toRight = rigth; } }
// Update is called once per frame void FixedUpdate() { // Inherited from an interface in case we want to do // more stuff. If it ends up being just one method, we can // simply implement it as a callback. Vector3 inputmovement = Vector3.zero; inputmovement = input.updateMovement(); if (inputmovement != Vector3.zero) { _momentum.x += inputmovement.x * _acceleration; } if (inputmovement.y > 0) { jump(); } _momentum.y -= _gravity; _momentum.x *= _velFriction * ((_isGrounded) ? Mathf.Abs(inputmovement.x) : 1); Vector3 oldPos = _transform.position; updateKinematicPhysics(controller.Move(_momentum * Time.fixedDeltaTime)); }