// Update is called once per frame void Update() { // left, right float horizontalInput = Input.GetAxisRaw("Horizontal"); if (Input.GetKeyDown(KeyCode.Space) && touchedGround) { rigidbody.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse); jumped = true; touchedGround = false; playerAnimation.SetTrigger("Jump"); } rigidbody.AddForce(Vector2.right * horizontalInput * moveSpeed, ForceMode2D.Force); /*if (touchGroundToAllowJump && touchedGround || !touchGroundToAllowJump){ * * }*/ //moveDone.x = horizontalInput*moveSpeed*Time.deltaTime; if (horizontalInput != 0) { facingDirection = horizontalInput; } // left/right scaling transform.localScale = new Vector3(facingDirection, 1, 1); Vector3 aimPt = Camera.main.ScreenToWorldPoint(Input.mousePosition); arm.UpdateArmDirection(aimPt, facingDirection < 0); // for negative, turn the aiming if (Input.GetKey(KeyCode.Mouse0) && fireTime < Time.time) { fireTime = Time.time + fireRate; if (sPCount > 0) { arm.SpecialAttack(); sPCount--; sPCounter.text = "" + sPCount; ChangeSprite(); } arm.Fire(); } if (Time.time > 60) { GetComponent <HealthController>().Damage(999999); } }
void ShootLight() { gun.armRoot.up = -((Vector2)player.position - (Vector2)transform.position); gun.Fire(); }
private void Shoot() { if (isLeftRetrieving || isRightRetrieving || !isGrounded || isStateFixed) { return; } // Charge if ((Input.GetKey(KeyCode.L) || Input.GetKey(KeyCode.F)) && arms != 0) { // Charging start. state = State.charge; // Play charge sound if (!isChargeSoundPlaying) { isChargeSoundPlaying = true; StartCoroutine(PlayChargeSound()); } // Player can't move while charging. isMovable = false; // Increase power until limit; if (power < powerLimit) { power += powerIncrement; } for (int i = 0; i < 5; i++) { if (power / powerLimit >= 0.2f * (i + 1)) { if (lastDir == 1) { gauges[i].transform.localPosition = (new Vector2(-18.0f, 0.8f + 2.4f * i)); } else if (lastDir == -1) { gauges[i].transform.localPosition = (new Vector2(18.0f, 0.8f + 2.4f * i)); } gauges[i].SetActive(true); } } } else { gauges[0].SetActive(false); gauges[1].SetActive(false); gauges[2].SetActive(false); gauges[3].SetActive(false); gauges[4].SetActive(false); } // Fire if ((Input.GetKeyUp(KeyCode.L) || Input.GetKeyUp(KeyCode.F)) && arms != 0) { // Firing start. state = State.fire; // Wait for the fire animation to finish. Invoke("FinishFire", 0.3f); // Player's state is fixed while the animation is playing isStateFixed = true; // Call HandController class's function to actually fire if (arms == 2) { firstArm.Fire(power); } if (arms == 1) { if (enabledArms == 1) { firstArm.Fire(power); } else { secondArm.Fire(power); } } // Play Fire sound fireSound.source.Play(); power = 0.0f; } }