private void FixedUpdate() { if (canMove == true) { transform.position += movement * moveSpeed * Time.fixedDeltaTime; if (rb.velocity.y < 0) { rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime; } else if (rb.velocity.y > 0 && !Input.GetButton("Jump")) { rb.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime; } } //Check Ground should always run independant on whether canMove is TRUE or FALSE. //THis is bacause PowerUpBar is dependant on isGrounded. CheckGround(); if (canMove == true) { playerAnimator.Move(movement.x != 0); int m = 1; if (isFacingRight && movement.x < 0 || !isFacingRight && movement.x > 0) { m = -1; } playerAnimator.Flip(m); } }
IEnumerator IntroAnimation() { stopMoving = true; InputManager.disableInput = true; animController.Born(); yield return(new WaitForSeconds(1.5f)); InputManager.disableInput = false; stopMoving = false; animController.Move(); }