private void handleMovement(float xspeed) { //0.2 instead 0 because character would run //falling animation on the uneven surfaces if (PlayerRigidBody.velocity.y < -4.5) { CharacterAnimator.SetBool("land", true); } if (!Attack && !Shoot && !Dodge) { PlayerRigidBody.velocity = new Vector2(runSpeed * movingDirection, PlayerRigidBody.velocity.y); } if (Jump && OnGround) { PlayerRigidBody.AddForce(new Vector2(0, jumpForce)); } CharacterAnimator.SetFloat("speed", Mathf.Abs(movingDirection)); }
// Movement Function private void movementHandler(float horizontal) { if (this.inScene == true) { if (PlayerRigidBody.velocity.y < 0) { playerAnimator.SetBool("land", true); } if (onGround) { PlayerRigidBody.velocity = new Vector2(horizontal * speed, PlayerRigidBody.velocity.y); // x-axis movement } if (Jump && PlayerRigidBody.velocity.y == 0) { PlayerRigidBody.AddForce(new Vector2(0, jumpForce)); // Jumping Condition } } }
// Start is called before the first frame update void Start() { play = GameObject.FindGameObjectWithTag("Player Origin").GetComponentInChildren <PlayerRigidBody>(); }
// Start is called before the first frame update void Start() { playerScript = GameObject.FindGameObjectWithTag("Player Origin").GetComponentInChildren <PlayerRigidBody>(); activated = false; warp7.SetActive(false); }
public override void Interact() { PlayerRigidBody.velocity = Vector2.zero; PlayerRigidBody.AddForce(new Vector2(0, JumpForce)); }