// Called once per physics frame (different than render frame) // FixedUpdate() is typically used instead of Update() for anything involving rigidbodies/physics private void FixedUpdate() { //Replace these with player input jumpDown = (Input.GetKey(KeyCode.Space) || Input.GetKeyDown(KeyCode.Space)) && !die; jumpStay = false; die = (GetComponent <Collider2D>().IsTouching(enemy.GetComponent <Collider2D>()) && dead == false || transform.position.y < -4); Adown = Input.GetKey(KeyCode.A); Ddown = Input.GetKey(KeyCode.D); if (Adown && Ddown) { x = 0; } else if (Adown && !dead) { x = -1; } else if (Ddown && !dead) { x = 1; } else { x = 0; } //Calls Move every physics frame. controller.Move(x, jumpDown, jumpStay); if (die) { dead = true; die = false; controller.Die(); } }
// Called once per physics frame (different than render frame) // FixedUpdate() is typically used instead of Update() for anything involving rigidbodies/physics private void FixedUpdate() { seperation = Mathf.Abs(transform.position[0] - player.transform.position[0]); closeEnough = (seperation < 5); if (GetComponent <Collider2D>().IsTouching(player.GetComponent <Collider2D>())) { x = 0; dead = true; } if (transform.position.x < -9.75 || transform.position.x > 9.75) { x = -x; timer = Random.Range(1f, 3f); } else if (closeEnough && dead == false) { if ((transform.position[0] - player.transform.position[0]) < 0) { x = 1; } else if ((transform.position[0] - player.transform.position[0]) > 0) { x = -1; } } else if (closeEnough == false) { //Taken from https://answers.unity.com/questions/770857/whats-the-most-efficient-way-to-time-events.html timer -= Time.deltaTime; if (timer < 0) { x = -x; timer = Random.Range(1.5f, 4f); } } ; //Calls Move every physics frame. controller.Move(x, jumpDown, jumpStay); if (die) { controller.Die(); } }
private void FixedUpdate() { //Replace these with AI input. It should wander until the player gets near, then chase the player. x = 0; jumpDown = false; jumpStay = false; die = false; //Calls Move every physics frame. controller.Move(x, jumpDown, jumpStay); if (die) { controller.Die(); } }
private void FixedUpdate() { //Replace these with player input x = 0; jumpDown = false; jumpStay = false; die = false; //Calls Move every physics frame. controller.Move(x, jumpDown, jumpStay); if (die) { controller.Die(); } }