Exemplo n.º 1
0
    // Update is called once per frame
    void FixedUpdate()
    {
        currentVel = playerRigidBody.velocity;

        if (player.PState == PlayerState.KnockedBack)
        {
            CurrentSpeed = 0;
            StartCoroutine("KnockBack", vel);
            if (knockToLeft)
            {
                vel = new Vector2(Mathf.Abs(vel.x) * -1, vel.y);
                if (vel.x <= 0)
                {
                    vel = new Vector2(vel.x + (knockBackVelocity.x / 15), vel.y);
                }
            }
            else
            {
                if (vel.x >= 0)
                {
                    vel = new Vector2(vel.x - (knockBackVelocity.x / 15), vel.y);
                }
            }
            if (vel.y >= -8)
            {
                vel = new Vector2(vel.x, vel.y - (knockBackVelocity.y / 5));
            }
        }
        else
        {
            if (jumpBtn.buttonDown)
            {
                brake = false;

                if (player.PState == PlayerState.OnGround)
                {
                    Act(InputCode.Jump);
                    sfxHandler.playSFX = 1;
                }
            }

            if (!jumpBtn.buttonDown)
            {
                sfxHandler.playSFX = 0;
            }

            bj.gettingJumpInput(jumpBtn.buttonDown);

            if (/*imap.getKey (InputCode.MoveRight) */ vJoystick.MovetoRight() && vJoystick.Moving())
            {
                Act(InputCode.MoveRight);
                player.flip = false;
                if (player.PState == PlayerState.OnGround)
                {
                    sfxHandler.playSFX = 2;
                }
                brake = false;
            }
            if (/*imap.getKeyUp(InputCode.MoveRight)*/ !vJoystick.Moving())
            {
                sfxHandler.playSFX = 0;
            }
            if (/*imap.getKeyUp(InputCode.MoveLeft)*/ !vJoystick.Moving())
            {
                sfxHandler.playSFX = 0;
            }
            if (/*imap.getKey (InputCode.MoveLeft) */ !vJoystick.MovetoRight() && vJoystick.Moving())
            {
                Act(InputCode.MoveLeft);
                player.flip = true;
                if (player.PState == PlayerState.OnGround)
                {
                    sfxHandler.playSFX = 2;
                }
                brake = false;
            }

            brake = true;
        }


        if (brake)
        {
            playerRigidBody.velocity = new Vector2(friction * playerRigidBody.velocity.x, playerRigidBody.velocity.y);
            //playerRigidBody.velocity *= friction;
            playerRigidBody.angularVelocity *= friction;
        }
    }