void Update() { var deltaTime = Time.deltaTime; _jumpCooldown -= deltaTime; if (_controlMappings.GetControlPressed(Control.MovePlayerLeft)) { transform.position = new Vector3(transform.position.x - 0.01f, transform.position.y, transform.position.z); if (_facingLeft == false) { transform.localScale = new Vector3(transform.localScale.x * -1, transform.localScale.y, transform.localScale.z); _facingLeft = true; } } if (_controlMappings.GetControlPressed(Control.MovePlayerRight)) { transform.position = new Vector3(transform.position.x + 0.01f, transform.position.y, transform.position.z); if (_facingLeft) { transform.localScale = new Vector3(transform.localScale.x * -1, transform.localScale.y, transform.localScale.z); _facingLeft = false; } } if (transform.position.y <= -0.2f && _controlMappings.GetControlPressed(Control.PlayerJump) && _jumpCooldown <= 0.0f) { _physicsComponent.AddForce(new Vector3(0.0f, 70000.0f, 0.0f)); _jumpCooldown = _defaultJumpCooldown; } //if (_controlMappings.GetControlPressed(Control.PlayerAttack)) // Debug.Log("Attack!"); transform.position = _physicsComponent.CalculatePosition(transform.position, deltaTime); }
public void Update() { var deltaTime = Time.deltaTime; float movement = Vector3.Normalize(_player.transform.position - transform.position).x *Speed *deltaTime; transform.position = new Vector3(transform.position.x + movement, transform.position.y, transform.position.z); transform.position = _physicsComponent.CalculatePosition(transform.position, deltaTime); }