// Update is called once per frame void FixedUpdate() { if (dead) { return; } moveVector.y = Mathf.Max(moveVector.y - movement.gravity * Time.deltaTime, -movement.gravity); playerController2D.Move(moveVector * Time.deltaTime); playerController2D.CheckCollisionDown(); }
// Update is ca lled once per frame void FixedUpdate() { if (dead) { return; } moveVector.y = Mathf.Max(moveVector.y - movement.gravity * Time.deltaTime, -movement.gravity); playerController2D.Move(moveVector * Time.deltaTime); playerController2D.CheckCollisionDown(); if (timeLastLostTarget > 0.0f) { timeLastLostTarget -= Time.deltaTime; } if (timeLostShootRate > 0.0f) { timeLostShootRate -= Time.deltaTime; } }