private void Jump()
 {
     if (input.GetKeyDown(Key.Jump))
     {
         //地面にいるときはそのままジャンプ
         if (is_Landing)
         {
             _jump.Jump();
         }
         //地面から離れている時
         else
         {
             //数フレーム前に地面にいた時はジャンプする
             if (leave_Land_Frame_Count < 3)
             {
                 _jump.Jump();
                 leave_Land_Frame_Count = 3;
             }
             //ボタン押下後数フレーム間着地しないか監視する
             else
             {
                 start_Jump_Frame_Count = true;
                 jump_Frame_Count       = 0;
             }
         }
     }
     //ボタン押下後数フレーム以内に着地したときジャンプする
     if (start_Jump_Frame_Count)
     {
         jump_Frame_Count++;
         if (is_Landing && jump_Frame_Count < 10)
         {
             _jump.Jump();
             start_Jump_Frame_Count = false;
             jump_Frame_Count       = 0;
         }
     }
     //地面から離れた後のフレームカウントする
     if (is_Landing)
     {
         leave_Land_Frame_Count = 0;
     }
     else
     {
         leave_Land_Frame_Count++;
     }
     //減速
     if (!input.GetKey(Key.Jump))
     {
         _jump.Release_Jumping();
     }
 }
 //通常時の操作
 private void Normal_Controlle()
 {
     //移動
     if (Input.GetAxisRaw("Horizontal") > 0)
     {
         _transition.Transition(1);
     }
     else if (Input.GetAxisRaw("Horizontal") < 0)
     {
         _transition.Transition(-1);
     }
     else
     {
         _transition.Slow_Down();
     }
     //ジャンプ
     if (input.GetKey(Key.Jump) && is_Landing)
     {
         _jump.Jump();
     }
     if (input.GetKeyUp(Key.Jump))
     {
         _jump.Slow_Down();
     }
     //近接攻撃
     Attack();
     //カブトムシに乗る
     if (input.GetKeyDown(Key.Ride) && BeetlePowerManager.Instance.Get_Beetle_Power() > 0)
     {
         _getting_On_Beetle.Get_On_Beetle(true);
     }
 }
    private void Update()
    {
        //Collect keyboard inputs at the start of each update loop
        _dirInputX       = Input.GetAxisRaw("Horizontal");                           //Left/Right
        _dirInputY       = Input.GetAxisRaw("Vertical");                             //Up/Down
        _jumpKeyState    = (Input.GetKey(KeyCode.Z) || Input.GetKey(KeyCode.Space)); //Jump
        _dashKeyState    = Input.GetKey(KeyCode.LeftShift);                          //Dash
        _atkKeyState     = Input.GetKey(KeyCode.X);                                  //Attack
        _specialKeyState = Input.GetKey(KeyCode.C);                                  //Special (Bounce Bomb)

        //Jumping
        //Only true when jump key is pressed, which is then sent to PlayerJump script
        _jumping.Jump(_jumpKeyState, false, _dirInputX);
        _slideJump.SlideJump(_jumpKeyState, _dirInputX);

        //Movement
        //Sends single float value -1, 0, or 1 to PlayerMovement script
        _movement.Move(_dirInputX);

        //Dash
        //Only triggers when LeftShift is pressed, which then sends current directional input to PlayerDash script
        _dash.Dash(_dashKeyState, _dirInputX, _atkKeyState);

        if (_dirInputY != -1)
        {
            //Attack
            _attack.Attack(_atkKeyState, _dashKeyState);
        }

        //Ground Pound
        _groundPound.GroundPound(_atkKeyState, _dirInputY);

        //PaintBomb
        _paintBomb.ThrowBomb(_specialKeyState, _dirInputY);
    }
Пример #4
0
    private void Update()
    {
        if (!stunned)
        {
            //float translation = Input.GetAxis(_Joystick) * moveSpeed;
            float translation = Input.GetAxis("Horizontal") * moveSpeed;
            if (translation < 0)
            {
                _playerAttack.ChangeHitbox("left");
            }
            else if (translation > 0)
            {
                _playerAttack.ChangeHitbox("right");
            }

            translation        *= Time.deltaTime;
            transform.position += new Vector3(translation, 0, 0);

            _playerJump.Jump(jump);
            _playerAttack.Attack(punch);
        }
        if (stunned)
        {
            if (t == null)
            {
                t = Timer.StartNew(gameObject, 1f, ChangeStun);
            }
        }
    }
Пример #5
0
    // Update is called once per fixed time delta
    void FixedUpdate()
    {
        /*
         * This is from Joystic of standard assest
         * var moveRequest = CrossPlatformInputManager.GetAxis("Horizontal");
         * var jumpRequest = CrossPlatformInputManager.GetAxis("Vertical");
         */

        // this is from Joystick from SimpleInput system
        var moveRequest = SimpleInput.GetAxis("Horizontal");
        var jumpRequest = SimpleInput.GetAxis("Vertical");

        if (playerMoveScript != null && playerMoveScript.isActiveAndEnabled)
        {
            playerMoveScript.Move(moveRequest);
        }

        if (playerJumpScript != null && playerJumpScript.isActiveAndEnabled)
        {
            playerJumpScript.Jump(jumpRequest);
        }

        if (playerJetJumpScript != null && playerJetJumpScript.isActiveAndEnabled)
        {
            playerJetJumpScript.Jump(jumpRequest);
        }

        if (playerFlyScript != null && playerFlyScript.isActiveAndEnabled)
        {
            playerFlyScript.Fly(moveRequest, jumpRequest);
        }
    }
Пример #6
0
 public void Jump(InputAction.CallbackContext context)
 {
     if (CanJump)
     {
         if (context.started)
         {
             PlayerJump.ResetJumpCharge();
             IsJumpCharging = true;
             BoardFX.SetCrouching(true);
             PlayerEvents.Instance.StartJumpCharge();
             IsJumping = true;
         }
         else if (context.canceled && IsJumping && IsJumpCharging)
         {
             PlayerJump.Jump();
             PlayerJump.StartLandingBuffer();
             BoardFX.PlayJumpJetParticles();
             PlayerJump.ResetJumpCharge();
             IsJumpCharging = false;
             BoardFX.SetCrouching(false);
             PlayerEvents.Instance.Jump();
         }
     }
     else if (context.canceled)
     {
         PlayerEvents.Instance.HandleJumpAfterAim();
         IsJumpCharging = false;
     }
 }
Пример #7
0
    private IEnumerator JumpNextFrame(Vector3 dir, bool applyThisForce = false, float force = 1, float boost = 1)
    {
        yield return(new WaitForEndOfFrame());

        Debug.Log("ici le boost: " + boost);
        playerJump.Jump(dir, true, force, boost);
    }
Пример #8
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.W) && !Input.GetKeyDown(KeyCode.D) && !Input.GetKeyDown(KeyCode.E))
        {
            //LOOK UP
            bulletSide = 0;
        }

        if (!Input.GetKey(KeyCode.W) && Input.GetKey(KeyCode.D))
        {
            pm.Movement(1);
            if (!rightSide && Input.GetKeyDown(KeyCode.D))
            {
                rightSide = !rightSide;
                fc.Flip();
            }
            bulletSide = 1;
            //walking animation
        }

        if (Input.GetKeyDown(KeyCode.W) && Input.GetKeyDown(KeyCode.D))
        {
            //LOOK DIAGONALr
            //SHOOT DIAGONALr
        }

        if (!Input.GetKey(KeyCode.W) && Input.GetKey(KeyCode.A))
        {
            pm.Movement(-1);
            if (rightSide && Input.GetKeyDown(KeyCode.A))
            {
                rightSide = !rightSide;
                fc.Flip();
            }
            bulletSide = 1;
            //walking animation
        }

        if (Input.GetKeyDown(KeyCode.W) && Input.GetKeyDown(KeyCode.A))
        {
            //LOOK DIAGONALl
            //SHOOT DIAGONALl
        }

        if (Input.GetKeyDown(KeyCode.Q))
        {
            pj.Jump();
            //jump animation
        }

        if (Input.GetKeyDown(KeyCode.E))
        {
            bs.Shoot(bulletSide);
            //shooting animation
        }
    }
    private void UpdateDropkick()
    {
        if (Input.GetKeyDown(props.keybindings.dropkickKey) && jump.OnGround && CanDropkick)
        {
            _isDropkicking = true;
            hasKicked      = false;

            jump.Jump();
            rb.velocity += new Vector2(movement.MovementInput.x, 1) * settings.dropkickBoost;
        }
    }
    void FixedUpdate()
    {
        playerInput.GetKeyInput();
        combinedVelocity = Vector3.zero;
        if (activePlayer == ActivePlayer.Cube && cubeDashLaunch.dashLaunchUnlocked && cubeDashLaunch.canDashLaunch)
        {
            combinedVelocity.y = cubeDashLaunch.DashLaunch();
        }
        else if (activePlayer == ActivePlayer.Cube && cubeDash.dashUnlocked && cubeDash.isDashing)
        {
            combinedVelocity = (cubeDash.moveToSpot - rb.position) * cubeDash.speedMultiplier;
        }
        else if (activePlayer == ActivePlayer.Sphere && sphereBounce.slamBounceUnlocked && sphereBounce.canSlamBounce)
        {
            combinedVelocity.y = sphereBounce.SlamBounce();
        }
        else if (activePlayer == ActivePlayer.Sphere && sphereSlam.slamUnlocked && !playerGroundDetection.isGrounded && (sphereSlam.isSlaming || sphereSlam.isSlamPaused))
        {
            if (sphereSlam.isSlaming)
            {
                combinedVelocity = Vector3.down * sphereSlam.slamSpeed * 10;
            }
            else if (sphereSlam.isSlamPaused)
            {
                combinedVelocity = Vector3.zero;
            }
        }
        else
        {
            combinedVelocity.x = playerMove.Move();
            combinedVelocity.y = playerJump.Jump();
            if (!playerGroundDetection.isGrounded && rb.useGravity && combinedVelocity.y == 0)
            {
                combinedVelocity.y = playerJump.Fall();
            }
            if (cubeWallJump.wallJumpUnlocked)
            {
                if (activePlayer == ActivePlayer.Cube && cubeWallJump.wallContact && !playerGroundDetection.isGrounded && cubeWallJump.wallJumpInput)
                {
                    combinedVelocity = cubeWallJump.WallJump();
                }
                else if (cubeWallJump.currWallJumpVelocity != Vector2.zero && cubeWallJump.dragH > 0 && cubeWallJump.dragV > 0)

                {
                    combinedVelocity += cubeWallJump.WallJumpFall();
                }
            }
        }
        //playerMove.Turn();
        combinedVelocity.z = 0;
        rb.velocity        = combinedVelocity;
    }
Пример #11
0
    // Update is called once per frame
    void Update()
    {
        if (m_availlableJumps != m_jumps && m_playerJump.m_isGrounded)
        {
            m_availlableJumps = m_jumps;
        }

        if (!m_playerJump.m_isGrounded && Input.GetButtonDown("Jump") && m_availlableJumps != 0)
        {
            m_playerJump.Jump(m_jumpForce);
            m_availlableJumps--;
        }
    }
Пример #12
0
    /// <summary>
    /// ici jump, mais just après la frame qui fait buggé
    /// </summary>
    /// <returns></returns>
    private IEnumerator JumpNextFrame(Vector3 dir, bool applyThisForce = false, float force = 0, float boost = 1)
    {
        yield return(new WaitForEndOfFrame());

        if (!playerJump.CoolDownJump.IsReady())
        {
            yield break;
        }

        playerJump.PrepareAndJump(dir);
        externalForce.SetBigMass();   //set sa propre mass big !
        playerController.PlayersManager.Jump(playerController.IdPlayer);
        playerJump.Jump(dir, applyThisForce, force, boost);
    }
Пример #13
0
    /// <summary>
    /// ici effectue un dernier jump quand c'est fini
    /// </summary>
    public void EndJump(Vector3 endDir)
    {
        externalForce.CoolDownDontApplyGravity.StartCoolDown(timerStunGravity);
        Debug.Log("here endJump ?");

        Debug.DrawRay(transform.position, endDir * littleForceAtTheEnd, Color.cyan, 1f);

        if (endDir == Vector3.zero)
        {
            return;
        }
        playerJump.Jump(endDir, true, littleForceAtTheEnd, 1);
        //Debug.Break();
    }
Пример #14
0
 public void Jump()
 {
     if (isCrouching)
     {
         ToggleCrouch();
     }
     else if (playerJump.CanJump() && !playerAim.IsAiming)
     {
         var force = playerJump.IsGrounded() ? jumpForce : airJumpForce;
         rigidBody.AddForce(transform.up * force, ForceMode.Impulse);
         playerJump.Jump();
         animator.SetTrigger(PlayerAnimationTags.JUMP_TRIGGER);
         AudioManager.Instance.PlayJumpAudio(transform.position);
     }
 }
Пример #15
0
    private void playerInput()
    {
        //Movement
        playerMovement.Horizontal = InputManager.MovementInput.x;
        playerMovement.Vertical   = InputManager.MovementInput.y;
        playerMovement.Move(rigid);

        //Jump
        if (objectGroundCheck.Grounded)
        {
            if (InputManager.Key_Space)
            {
                playerJump.Jump(rigid);
            }
        }
    }
Пример #16
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.UpArrow) && !Input.GetKeyDown(KeyCode.RightArrow) && !Input.GetKeyDown(KeyCode.LeftArrow))
        {
            //LOOK UP
            bulletSide = 0;
        }

        if (!Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.RightArrow))
        {
            pm.Movement(1);
            if (!rightSide && Input.GetKeyDown(KeyCode.RightArrow))
            {
                rightSide = !rightSide;
                fc.Flip();
            }
            bulletSide = 1;
            //walking animation
        }

        if (!Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.LeftArrow))
        {
            pm.Movement(-1);
            if (rightSide && Input.GetKeyDown(KeyCode.LeftArrow))
            {
                rightSide = !rightSide;
                fc.Flip();
            }
            bulletSide = 1;
            //walking animation
        }

        if (Input.GetKeyDown(KeyCode.Semicolon))
        {
            pj.Jump();
            //jump animation
        }

        if (Input.GetKeyDown(KeyCode.RightShift))
        {
            bs.Shoot(bulletSide);
            //shooting animation
        }
    }
Пример #17
0
    /// <summary>
    /// フレーム更新処理
    /// </summary>
    void IState.Update()
    {
        // ジャンプボタンが押されたら
        if (character.IsJumpStart == true)
        {
            // ジャンプ
            playerJump.Jump();
            // 空中状態に移行
            character.AerialStart();
        }

        // アクションボタンが押されたら
        if (character.IsSlideStart == true)
        {
            // 手すりをつかむ猶予時間
            var catchSliderTime = playerSlide.catchSliderTime;
            // 手すりヒット判定
            playerSlide.RayTimerStart(catchSliderTime);
        }

        // 地面から落ちたら
        if (character.IsGround == false)
        {
            // 空中状態に移行
            character.AerialStart();
        }

        // 弾に当たったら
        if (playerAttack.IsHit == true)
        {
            // ダウン状態に移行
            character.Down();
        }

        // アタックボタンが押されたら
        if (character.IsAttack == true)
        {
            playerAttack.Attack();
        }

        // ブーストのキー入力を確認
        playerCharge.BoostKeyCheck();
    }
Пример #18
0
    void CheckInput(float timer)
    {
        //タッチかどうか
        float dis = Vector3.Distance(touchStartPos, touchEndPos);

        if (dis / timer > 200f && !isJumpInOneTouch)
        {
            playerJump.Jump();
            isJumpInOneTouch = true;
        }
        if (dis / timer < 100f)
        {
            Shot();
            Debug.Log("aaaaaaa");
            //フリックかな?
            //上向きかな??
        }
//		else if (dis > 30f && (touchEndPos - touchStartPos).y >0) {
//			playerJump.Jump ();
//		}
    }
Пример #19
0
    /// <summary>
    /// jump ! dans la direction donné
    /// </summary>
    public bool TryToAirJump(Vector3 dir)
    {
        if (!CanJump())
        {
            return(false);
        }

        //PlayerConnected.Instance.setVibrationPlayer(playerController.IdPlayer, onAirJump); //set vibration de saut

        Debug.Log("air jump !");
        Debug.DrawRay(transform.position, -Vector3.up, Color.red, 5f);
        GameObject particle = ObjectsPooler.Instance.SpawnFromPool(GameData.PoolTag.ParticleBump, transform.position, Quaternion.identity, ObjectsPooler.Instance.transform);

        particle.transform.rotation = QuaternionExt.LookAtDir(-Vector3.up);

        currentAirJump++;

        coolDownBetween2AirJump.StartCoolDown();
        playerJump.Jump(dir, true, airJumpForce);
        return(true);
    }
    private void Update()
    {
        //Throws hitbox detection in "front" of player instead of downward to allow for wall sliding.
        _touchingFront = Physics2D.OverlapCircle(_front.position, checkRadius, _groundLayer);

        //If player's "front" is against a wall, slow down fall velocity.
        //Fall velocity can be changed in Unity Inspector with _wallSlidingSpeed parameter
        if (_touchingFront == true && _dirInput != 0)
        {
            _rigidBody.velocity = new Vector2(_rigidBody.velocity.x, Mathf.Clamp(_rigidBody.velocity.y, -_wallSlidingSpeed, float.MaxValue));
            _isSliding          = true;
        }
        else
        {
            _isSliding = false;
        }

        if (_isSliding == true && _jumpKey == true)
        {
            _jumping.Jump(_jumpKey, _isSliding, _dirInput);
        }
    }
Пример #21
0
    private void Update()
    {
        if (!stunned)
        {
            translation = Input.GetAxis(_joystick) * moveSpeed;
            //translation = Input.GetAxis("Horizontal") * moveSpeed;
            if (translation < 0)
            {
                _playerAttack.ChangeHitbox("left");
            }
            else if (translation > 0)
            {
                _playerAttack.ChangeHitbox("right");
            }

            translation        *= Time.deltaTime;
            transform.position += new Vector3(translation, 0, 0);

            _playerJump.Jump(jump);
            _playerAttack.Attack(punch);
        }
        if (stunned)
        {
            if (t == null)
            {
                t = Timer.StartNew(gameObject, 1f, ChangeStun);
            }
        }
        if (shielded)
        {
            if (t == null)
            {
                shield = Instantiate(shield, new Vector2(transform.position.x, transform.position.y), Quaternion.identity);
                t      = Timer.StartNew(gameObject, 5f, ChangeShielded);
            }

            shield.transform.position = transform.position;
        }
    }
Пример #22
0
    /// <summary>
    /// フレーム更新処理
    /// </summary>
    void IState.Update()
    {
        // ジャンプボタンが押されたら
        if (character.IsJumpStart == true)
        {
            // 空中状態に移行
            character.AerialStart();
            // ジャンプ
            playerJump.Jump();
            // ブーストのキー入力を確認
            playerCharge.BoostKeyCheck();
            return;
        }
        // 着地したら
        if (character.IsGround == true)
        {
            // ラン状態に移行
            character.RunStart();
            // ブーストのキー入力を確認
            playerCharge.BoostKeyCheck();
            return;
        }

        // ショットボタンが押されたら
        if (character.IsAttack == true)
        {
            playerAttack.Attack();
        }

        // 弾に当たったら
        if (playerAttack.IsHit == true)
        {
            // ダウン状態に移行
            character.Down();
        }
        // ブーストのキー入力を確認
        playerCharge.BoostKeyCheck();
    }
Пример #23
0
    /// <summary>
    /// フレーム更新処理
    /// </summary>
    void IState.Update()
    {
        // 手すりの上にいるかのチェック処理
        playerSlide.SlideCheck();

        // アクションボタンが押されたら
        if (character.IsSlideEnd == true)
        {
            // y方向への慣性制限
            playerSlide.LimitInertiaY();
            // 空中状態に移行
            character.RunStart();
        } // if(character.IsSlideEnd)

        // ジャンプボタンが押されたら
        if (character.IsJumpStart == true)
        {
            // y方向への慣性制限
            playerSlide.LimitInertiaY();
            // ジャンプ
            playerJump.Jump();
            // 空中状態に移行
            character.AerialStart();
        } // if(character.IsJumpStart)

        // 弾に当たったら
        if (playerAttack.IsHit == true)
        {
            // キャラの傾きを戻す
            transform.rotation = Quaternion.identity;
            // y方向への慣性制限
            playerSlide.LimitInertiaY();
            // ダウン状態に移行
            character.Down();
        }
        // ブーストのキー入力を確認
        playerCharge.BoostKeyCheck();
    } // Do
Пример #24
0
    private void Update()
    {
        //Collect keyboard inputs at the start of each update loop
        _dirInput     = Input.GetAxisRaw("Horizontal");  //Left/Right
        _jumpKeyState = Input.GetKey(KeyCode.Z);         //Jump
        _dashKeyState = Input.GetKey(KeyCode.LeftShift); //Dash
        _atkKeyState  = Input.GetKey(KeyCode.X);         //Attack

        //Jumping
        //Only true when jump key is pressed, which is then sent to PlayerJump script
        _jumping.Jump(_jumpKeyState, false, _dirInput);

        //Movement
        //Sends single float value -1, 0, or 1 to PlayerMovement script
        _movement.Move(_dirInput);

        //Dash
        //Only triggers when LeftShift is pressed, which then sends current directional input to PlayerDash script
        _dash.Dash(_dashKeyState, _dirInput, _atkKeyState);

        //Attack
        _attack.Attack(_atkKeyState, _dashKeyState);
    }
Пример #25
0
    void KeyDownAction(KeyCode key)
    {
        switch (key)
        {
        case KeyCode.A:
        case KeyCode.D:
            playerAnimation.Play("IsRun", true);
            break;

        case KeyCode.Space:
            playerAnimation.Play("IsJump", true);
            if (isGrounded)
            {
                playerJump.Jump(jumpPower);
            }
            break;

        case KeyCode.F:
            int dir = direction.Direction == EDirection.LEFT ? -1 : 1;
            playerFlash.FlashMove(dir, moveSpeed);
            break;
        }
    }
    void FixedUpdate()
    {
        IsOnGround();
        IsCeiling();
        playerSlopeMove.SlopeCheck();

        jetpack.Fly(jetpack.FlySpeed);
        jetpack.FlyRotation(jetpack.RotationSpeed, jetpack.NormalizeRotationSpeed);
        jetpack.Fuel = jetpack.SetFuel(jetpack.Fuel);
        ChooseMoveType();
        ChooseState();

        NewVelocity = playerMovement.Move(rb, playerSlopeMove.slopeNormalPerp);
        playerJump.Jump();

        if (playerStates.curMoveType == PlayerStates.MoveType.SlopeMove && Mathf.Abs(rb.velocity.x) > 1f)
        {
            PlayerGravity(playerSlopeMove.hitGround);
        }
        else
        {
            PlayerGravity(Vector2.up);
        }
    }
Пример #27
0
    private void Update()
    {
        myIsJumping   = myPlayerInput.IsJumping();
        myIsQuitting  = myPlayerInput.IsQuitting();
        myHasCollided = myPlayerCollision.HasCollided();

        if (myIsQuitting)
        {
            Application.Quit();
        }

        if (myHasCollided)
        {
            myPlayerCollision.ResetCollided();
            myCamera.TriggerShake(myShakeDurationRocks, myShakeMagnitudeRocks);

            if (!myGrounded && myAirMovement.y < 0)
            {
                myPlayerJump.Bounce(ref myAirMovement, myJumpForce);
                return;
            }

            myPlayerDeath.Die();
            myCurrentSpeed = myBaseSpeed;
            mySplineManager.ResetAllSplines();
            ResetSpline();
        }

        if (myGrounded)
        {
            myPlayerBobbing.Bob();

            if (myIsJumping)
            {
                myPlayerJump.Jump(myCurrentPoints, myPointsIndex, myJumpForce, myCurrentSpeed, ref myAirMovement);
                ResetSpline();
                return;
            }

            if (!myPlayerSpline.SplineMovement(myCurrentPoints, ref myCurrentSpeed, ref myPointsIndex, ref mySplineT, myGravity, myBoost))
            {
                myPlayerSpline.ReleaseSpline(myCurrentPoints, myCurrentSpeed, ref myAirMovement, myPointsIndex);
                ResetSpline();
            }
            return;
        }

        myPlayerAir.AirMovement(myGravity, ref myAirMovement);

        if (myIsJumping)
        {
            myPlayerBackflip.Backflip(myFlipRotationSpeed);
        }
        else
        {
            myPlayerAir.AirRotation(myRotationResetSpeed);
        }

        if (myAirMovement.y < 0)
        {
            if (myPlayerSpline.AttemptToCatchSpline(mySplineManager, myReach, ref myTooCloseToOldSpline, ref myPointsIndex, ref myCurrentPoints, ref myOldPoints, ref myBoost))
            {
                myCamera.TriggerShake(myShakeDurationSplines, myShakeMagnitudeSplines);
                myGrounded = true;
                mySplineT  = 0;
            }
        }
    }
Пример #28
0
 public void Jump()
 {
     PlayerState = PlayerState.Jump;
     _jump.Jump();
 }
 public void Jump()
 {
     jump.Jump();
 }
Пример #30
0
 private void Jumping(bool jumpState)
 {
     playerJump.Jump(jumpState);
 }