// Update is called once per frame void Update() { horizontalMove = (Input.GetAxisRaw("Horizontal") * runspeed); bool jumpReady = Time.time * 1000 > Controller.lastLanding + (Controller.jumpCooldown * 1000); animator.SetFloat("speed", Mathf.Abs(m_rigidbody2d.velocity.x)); if (Input.GetButtonDown("Jump") && jumpReady) { Controller.jump = true; animator.SetBool("isjumping", true); } else if (Input.GetButtonUp("Jump") && (!Controller.jumprelease) && m_rigidbody2d.velocity.y > 0) { if (m_rigidbody2d.velocity.y > 0) { m_rigidbody2d.velocity = new Vector2(m_rigidbody2d.velocity.x, m_rigidbody2d.velocity.y / halfjump); Controller.jumprelease = true; } } if (Input.GetButton("Fire1") && m_damager) { if (m_damager.Damage()) { animator.SetBool("isattacking", true); } } else if (Input.GetButtonUp("Fire1") && m_damager) { animator.SetBool("isattacking", false); } }
private void OnTriggerEnter(Collider collider) { _damager.Damage(collider.gameObject, _damage); }
private void OnCollisionEnter(Collision collision) { _damager.Damage(collision.gameObject, _damage); }
protected override void ComputeVelocity() { Vector2 move = Vector2.zero; move.x = Input.GetAxisRaw("Horizontal"); if (Input.GetButtonDown("Jump") && grounded) { velocity.y = jumpSpeed.Value; } else if (Input.GetButtonUp("Jump")) { if (velocity.y > 0) { velocity.y *= 0.5f; } } if (Mathf.Abs(m_knockback.x) + Mathf.Abs(m_knockback.y) >= 0.5f) { move = m_knockback; m_knockback = new Vector2(m_knockback.x / 1.2f, m_knockback.y / 1.2f); } targetVelocity = move * maxSpeed.Value; // Hook with Animator Direction = Input.GetAxisRaw("Horizontal"); if (Direction != 0) { if (Direction == -1) { spriterenderer.flipX = true; } if (Direction == 1) { spriterenderer.flipX = false; } } animator.SetFloat("speed", Mathf.Abs(move.x)); if (grounded == false) { animator.SetBool("isjumping", true); } else { animator.SetBool("isjumping", false); } if (Input.GetButtonDown("Fire1") && m_damager) { if (m_damager.Damage()) { animator.SetBool("isattacking", true); } } else if (Input.GetButtonUp("Fire1") && m_damager) { animator.SetBool("isattacking", false); } }