Пример #1
0
 public void Destroy()
 {
     soundManager.PlaySound("Hit");
     GetComponent <Animator>().SetBool("Hit", true);
     rb.gravityScale = 0;
     rb.velocity     = new Vector3(0, 0, 0);
     Destroy(gameObject, 0.33f);
 }
Пример #2
0
    /*void FixedUpdate()
     * {
     *  if (pause)
     *  {
     *      controller.Move(0f, false, false);
     *  }
     * }*/

    public void Starting()
    {
        shaker.Shake();
        soundMan.PlaySound("land");
        animPlayer.SetBool("started", true);
        animPlayer.enabled = false;
        animPlayer.enabled = true;
        Invoke("JumpAwake", 4);
    }
Пример #3
0
    public void Move(float move, bool crouch, bool jump)
    {
        // If crouching, check to see if the character can stand up
        if (!crouch)
        {
            // If the character has a ceiling preventing them from standing up, keep them crouching
            if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
            {
                crouch = true;
            }
        }

        //only control the player if grounded or airControl is turned on
        if (m_Grounded || m_AirControl)
        {
            // If crouching
            if (crouch)
            {
                if (!m_wasCrouching)
                {
                    m_wasCrouching = true;
                    OnCrouchEvent.Invoke(true);
                }

                // Reduce the speed by the crouchSpeed multiplier
                move *= m_CrouchSpeed;

                // Disable one of the colliders when crouching
                if (m_CrouchDisableCollider != null)
                {
                    m_CrouchDisableCollider.enabled = false;
                }
            }
            else
            {
                // Enable the collider when not crouching
                if (m_CrouchDisableCollider != null)
                {
                    m_CrouchDisableCollider.enabled = true;
                }

                if (m_wasCrouching)
                {
                    m_wasCrouching = false;
                    OnCrouchEvent.Invoke(false);
                }
            }

            // Move the character by finding the target velocity
            Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
            // And then smoothing it out and applying it to the character
            m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

            // If the input is moving the player right and the player is facing left...
            if (move > 0 && !m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
            // Otherwise if the input is moving the player left and the player is facing right...
            else if (move < 0 && m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
        }
        // If the player should jump...
        if (m_Grounded && jump)
        {
            // Add a vertical force to the player.
            m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
            soundManager.PlaySound("Jump");
        }
    }