void Initialize() { ship = GetComponent <ShipBehaviour>(); direction.y = Random.Range(-direction.y, direction.y); ship.setAxis(direction); ship.SetFly(true); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.P)) { if (gameManager.gamePaused) { gameManager.Resume(); } else { gameManager.Pause(); } } if (gameManager.gamePaused) { return; } Vector2 inputAxis = Vector2.zero; inputAxis.x = Input.GetAxis("Horizontal"); inputAxis.y = Input.GetAxis("Vertical"); // METODO PUBLICO DEL ARCHIVO PLAYERBEHAVIOUR PARA ACTUALIZAR EL AXIS player.setAxis(inputAxis); // INPUT DISPARO if (Input.GetButton("Jump")) { weapons.ShotWeapon(); } if (powerUp) { powerUpCounter += Time.deltaTime; if (powerUpCounter >= cooldownPowerUp) { weapons.ResetWeapon(); powerUpCounter = 0; powerUp = false; } } }