void Update() { movement.x = Input.GetAxis("Horizontal"); mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); if (Input.GetMouseButtonDown(1)) { currWeap = 1; } else if (Input.GetMouseButtonUp(1)) { currWeap = 0; } if (currWeap != 0) { if (transform.position.x > mousePos.x && isFacingRight || transform.position.x < mousePos.x && !isFacingRight) { Flip(); } } else { if (movement.x > 0 && !isFacingRight || movement.x < 0 && isFacingRight) { Flip(); } } if (canMove == true) { if (Input.GetButtonDown("Jump") && isGrounded == true) { GetComponent <Rigidbody2D>().velocity = Vector2.up * jumpVelocity; playerAnimator.Jump(true); } } //Just for test, when we have a proper death mechanic change it. Right now it is just to show player death. if (Input.GetKeyDown(KeyCode.H)) { playerAnimator.Death(); } }
private void Kill() { _playerAnimator.Death(); }