private void SpawnCollect() { foreach (var spawnObj in currentSpawns) { var spawn = spawnObj.GetComponent <ItemSpawner>(); if (spawn.CollectItem(this)) { audioPlayer.PlaySound("Bump"); } } }
public void Move(float move) { if (dashRequested && !isDashing) { audioPlayer.PlaySound("Dash"); isDashing = true; currentDashTimer = DashDuration; } if (isDashing) { currentDashTimer -= Time.deltaTime; if (currentDashTimer <= 0) { isDashing = false; } else { Vector3 targetVelocity = new Vector2(DashSpeed * (m_FacingRight ? 10f : -10f), 0); m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); } } //only control the player if grounded or airControl is turned on if ((m_Grounded || m_AirControl) && !isDashing) { // Move the character by finding the target velocity Vector3 targetVelocity = new Vector2(move * 10f * m_RunSpeed, m_Rigidbody2D.velocity.y); // And then smoothing it out and applying it to the character m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); //TODO add dash canceling logic // If the input is moving the player right and the player is facing left... if (move > 0 && !m_FacingRight) { // ... flip the player. Flip(); } // Otherwise if the input is moving the player left and the player is facing right... else if (move < 0 && m_FacingRight) { // ... flip the player. Flip(); } } // If the player should jump... if (m_Grounded && jumpRequested) { audioPlayer.PlaySound("Jump"); // Add a vertical force to the player. m_Grounded = false; //Dash Cancel isDashing = false; m_Rigidbody2D.velocity = new Vector2(m_Rigidbody2D.velocity.x, 0); m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); } if (doubleJumpRequested) { audioPlayer.PlaySound("Jump"); animator.SetTrigger("DoubleJump"); //Dash Cancel m_Grounded = false; isDashing = false; m_Rigidbody2D.velocity = new Vector2(m_Rigidbody2D.velocity.x, 0); m_Rigidbody2D.AddForce(new Vector2(0f, m_DoubleJumpForce)); } if (isShielded) { currentShieldTimer -= Time.deltaTime; if (currentShieldTimer <= 0) { isShielded = false; } } shieldRenderer.enabled = isShielded; LifeText.text = "Life : " + currentLife; jumpRequested = false; dashRequested = false; doubleJumpRequested = false; }