void Update() { //horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed; if (Input.GetButton(leftbutton)) { if (Input.GetButton(rightbutton)) { horizontalMove = 0; } else if (!Input.GetButton(rightbutton)) { horizontalMove = -1; } } else { if (Input.GetButton(rightbutton)) { horizontalMove = 1; } else if (!Input.GetButton(rightbutton)) { horizontalMove = 0; } } horizontalMove *= runSpeed; animator.SetFloat("Speed", Mathf.Abs(horizontalMove)); if (Input.GetButtonDown(jumpbutton)) { SoundManager.soundmanager.SFXPlay(jumpSound); jump = true; } if (Input.GetButton(crouchbutton)) { crouch = true; } else if (Input.GetButtonUp(crouchbutton)) { crouch = false; } if (Input.GetButtonDown(shootbutton)) { SoundManager.soundmanager.SFXPlay(shotSound); weapon.Shoot(); } }
void Update() { float x = Input.GetAxis("Horizontal"); float y = Input.GetAxis("Vertical"); float xRaw = Input.GetAxisRaw("Horizontal"); float yRaw = Input.GetAxisRaw("Vertical"); Vector2 dir = new Vector2(x, y); Walk(dir); anim.SetHorizontalMovement(x, y, rb.velocity.y); if (Input.GetButtonDown("Jump")) { anim.SetTrigger("jump"); if (coll.onGround) { Jump(Vector2.up, false); } } if (Input.GetButtonDown("Fire1")) { anim.SetTrigger("shoot"); weapon.Shoot(); } if (x > 0 && side == -1) { // ... flip the player. side = 1; anim.Flip(side); } // Otherwise if the input is moving the player left and the player is facing right... else if (x < 0 && side == 1) { // ... flip the player. side = -1; anim.Flip(side); } }