Пример #1
0
    void Update()
    {
        // check for Y kill
        if (!isDead && transform.position.y < killHeight)
        {
            m_Health.Kill();
        }

        hasJumpedThisFrame = false;

        bool wasGrounded = isGrounded;

        GroundCheck();

        // landing
        if (isGrounded && !wasGrounded)
        {
            // Fall damage
            float fallSpeed      = -Mathf.Min(characterVelocity.y, m_LatestImpactSpeed.y);
            float fallSpeedRatio = (fallSpeed - minSpeedForFallDamage) / (maxSpeedForFallDamage - minSpeedForFallDamage);
            if (recievesFallDamage && fallSpeedRatio > 0f)
            {
                float dmgFromFall = Mathf.Lerp(fallDamageAtMinSpeed, fallDamageAtMaxSpeed, fallSpeedRatio);
                m_Health.TakeDamage(dmgFromFall, null);

                // fall damage SFX
                audioSource.PlayOneShot(fallDamageSFX);
            }
            else
            {
                // land SFX
                audioSource.PlayOneShot(landSFX);
            }
        }

        // crouching
        if (_mPlayerInputHandler.GetCrouchedInputDown())
        {
            SetCrouchingState(!isCrouching, false);
        }

        UpdateCharacterHeight(false);

        HandleCharacterMovement();
    }