// Update is called once per frame void Update() { updateCharStats.SetWeapon(weapon); //if (dialogueManager.checkIfConversationing()) //{ // Cursor.lockState = CursorLockMode.None; //} //else //{ // Cursor.lockState = CursorLockMode.Locked; //} if (!died && cameraLock.GetCameraLock() <= 0) { isGrounded = fixedIsGround(); if (canJump) { fixedJump(); } //SlideAttack();//cant use, dont know why if (canAttack) { Attack(); } if (!attacking) { InputMagnitude(); if (canCrouch) { Crouch(); } //fixedRun(); } if (canRoll) { Roll(); } detectAttackMode(); } else { InputMagnitude(); } }
// Update is called once per frame void FixedUpdate() { if (m_cameraLock != cameraLock.GetCameraLock()) { UpdateCameraLockState(); m_cameraLock = cameraLock.GetCameraLock(); } CacheAnimatorState(); GetInput(); if (canRun) { Run(); // edit the remapShiftSpeed value; } if (canCrouch) { Crouch(); } detectAttackMode(); if (canAttack) { Attack(); } RotateCharacterToCameraPosition(); isGrounded = characterController.isGrounded; if (Input.GetKeyDown(KeyCode.L)) { FlyKnockBack(test, 10, 10, 10); } }
// Update is called once per frame void Update() { if (cameraLock.GetCameraLock() <= 0) { mouseX = Input.GetAxis("Mouse X"); mouseY = Input.GetAxis("Mouse Y"); rotY += mouseX * inputSensitivity * Time.deltaTime; rotX += mouseY * inputSensitivity * Time.deltaTime; rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle); Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f); transform.rotation = localRotation; } }
// Start is called before the first frame update void Start() { cam = Camera.main; charStats = FindObjectOfType <CharacterStats>(); cameraLock = FindObjectOfType <CameraLock>(); anim = GetComponent <Animator>(); characterController = GetComponent <CharacterController>(); weaponManager = transform.GetComponentInChildren <WeaponManager>(); m_cameraLock = cameraLock.GetCameraLock(); if (charStats.GetHavingWeapon().ToString() != Weapon.Armed.ToString()) { weaponBack.transform.Find(charStats.GetHavingWeapon().ToString()).gameObject.SetActive(true); } defaultPlayerHeight = characterController.height; defaultPlayerCenter = characterController.center; }