void Update() { _inputs.ReadInput(); _playerMovement.Update(); _playerJump.Update(); _playerCombat.Update(); }
void FixedUpdate() { var dx = Input.GetAxis(playerControls.Horizontal); playerMovement.CheckHorizontalAxis(dx); playerMovement.Update(); }
private void UpdateTest() { var player = new PlayerMovement(0, 0); Input.Press(Direction.Down); player.Update(); player.Direction.ShouldBe(Direction.Down); player.Position.ShouldBe(new Tile(0, 0)); player.Update(); player.Position.ShouldBe(new Tile(0, -1)); player.Update(); player.Position.ShouldBe(new Tile(0, -2)); Input.Press(Direction.Left); Input.Press(Direction.Right); player.Update(); player.Position.ShouldBe(new Tile(0, -2)); player.Update(); player.Position.ShouldBe(new Tile(-1, -2)); }
protected override void Update() { if (GamePaused) { return; } if (_groundDetector.OnSolidGround) { _lastGroundedPosition = transform.position; } _movement.Update(); base.Update(); }
// Update is called once per frame void Update() { playerMovement.Update(); movePlayer(); }
private void FixedUpdate() { _blockers.UpdatePos(this); _movement.Update(_rigid, this, Time.fixedDeltaTime); LerpFacing(); }
void Update() { playerMovement.Update(); }
private static void Move() { Press(Direction.Down); player.Update(); }
public void Update() { _playerMovement?.Update(); _playerShooting?.Update(); }
// Update is called once per frame void Update() { m_health.Update(); m_movement.Update(); m_groundDetection.Update(); }
/// <summary> /// Called once per frame /// </summary> private void Update() { m_plLook.Update(); m_pmMovement.Update(); }
public IEnumerator Animation_Dashing() { playerMovement.CheckGrounded(); playerMovement.CheckDash(true, 0f); playerMovement.Update(); yield return(new WaitForFixedUpdate()); playerAnimator.Received() .UpdateAnimationState(PlayerAnimationState.DASHING); playerAnimator.Received().UpdateAnimationSpeed(1.0f); }