void OnInputJump(InputManager.Info dat) { if (dat.state == InputManager.State.Pressed) { mCtrl.Jump(true); } else if (dat.state == InputManager.State.Released) { mCtrl.Jump(false); } }
void OnInputJump(InputManager.Info dat) { if (dat.state == InputManager.State.Pressed) { InputManager input = Main.instance.input; Weapon curWpn = currentWeapon; if (curWpn == null || curWpn.Jump(this) == false) { if (!mSliding) { if (input.GetAxis(0, InputAction.MoveY) < -0.1f && mCtrl.isGrounded) { if (!curWpn.isFireActive || curWpn.allowSlide) { SetSlide(true); } } else { mCtrl.Jump(true); if (mCtrl.isJumpWall) { Vector2 p = mCtrlSpr.wallStickParticle.transform.position; PoolController.Spawn("fxp", "wallSpark", "wallSpark", null, p); sfxWallJump.Play(); } } } else { if (input.GetAxis(0, InputAction.MoveY) >= 0.0f) { //if we can stop sliding, then jump SetSlide(false, false); if (!mSliding) { mCtrl.Jump(true); } } } } } else if (dat.state == InputManager.State.Released) { mCtrl.Jump(false); } }
public void Jump(float delay) { if (mBodyCtrl) { CancelInvoke(JumpFinishKey); if (delay > 0) { mBodyCtrl.Jump(true); Invoke(JumpFinishKey, delay); } else { mBodyCtrl.Jump(false); } } }
protected override void StateChanged() { switch ((State)prevState) { case State.Active: mCtrl.Jump(false); mCtrl.moveSide = 0.0f; break; } base.StateChanged(); switch ((State)state) { case State.Active: //mCtrl.gravityController.enabled = true; //mCtrl.enabled = true; mCtrl.moveSideLock = true; mCtrl.moveEnabled = true; mCtrl.ResetCollision(); dieDelay = mDefaultDieDelay; mLastFollowPlayerTime = 0; mLastJumpTime = Time.fixedTime; break; case State.Dying: shaker.enabled = true; mCtrl.moveSide = 0.0f; mCtrl.ResetCollision(); Vector3 lv = mCtrl.localVelocity; lv.x = 0.0f; mCtrl.localVelocity = lv; break; case State.Invalid: //mCtrl.gravityController.enabled = false; //mCtrl.enabled = false; shaker.enabled = false; break; } }
void OnInputJump(InputManager.Info dat) { if (dat.state == InputManager.State.Pressed) { if (!mSliding) { InputManager input = Main.instance.input; if (input.GetAxis(0, InputAction.MoveY) < -0.1f && mCtrl.isGrounded) { Weapon curWpn = weapons[mCurWeaponInd]; if (!curWpn.isFireActive || curWpn.allowSlide) { SetSlide(true); } } else { mCtrl.Jump(true); } } else { //if we can stop sliding, then jump SetSlide(false, false); if (!mSliding) { mCtrl.Jump(true); } } } else if (dat.state == InputManager.State.Released) { mCtrl.Jump(false); } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Jump")) { pc.Jump(); } if (Input.GetAxis("Horizontal") > 0) { pc.Move(Vector2.right); } if (Input.GetAxis("Horizontal") < 0) { pc.Move(Vector2.left); } }