/// <summary> /// Do Euler physics each tick /// </summary> void Update() { if (Time.deltaTime > 0.25f) { return; // quit early, do nothing, if lag spike } anim.SetBool("isGrounded", isGrounded); // communicates to animation controller whether or not the payer isGrounded anim.SetBool("isIdle", isIdle); // communicates to animation controller whether or not the payer isIdle CalcHorizontalMovement(); // Runs HorizontalMovement method CalcVerticalMovement(); // Runs VerticalMovement method // Applies velocity to position transform.position += velocity * Time.deltaTime; aabb.RecalcAABB(); isGrounded = false; // sets isGrounded to false every frame if (playerLocation.position.x < cam.position.x - 14) // If the player is off the left edge of the screen they die { // Had trouble calling this function from HealthSystem so recreated it here Destroy(gameObject); // Kills the player if they end up off the left edge of the screen SoundEffectBoard.PlayDie(); // plays death audio } else if (playerLocation.position.x > cam.position.x + 12.5f) // If the player is touching the right edge of the screen restrict their movement { velocity.x = 0; // Player can no longer move right if touching the right edge of the screen } }
/// <summary> /// Do Euler physics each tick /// </summary> void Update() { CalcHorizontalMovement(); CalcVerticalMovement(); // Applies velocity to position transform.position += velocity * Time.deltaTime; isGrounded = false; aabb.RecalcAABB(); }
/// <summary> /// Do Euler physics each tick /// </summary> void Update() { if (Time.deltaTime > 0.25f) { return; // quit early, do nothing, if lag spike } CalcHorizontalMovement(); CalcVerticalMovement(); // Applies velocity to position transform.position += velocity * Time.deltaTime; isGrounded = false; aabb.RecalcAABB(); }