// Update is called once per frame void Update() { float horizontalInput = Input.GetAxisRaw("Horizontal"); float verticalInput = Input.GetAxisRaw("Vertical"); Vector3 inputMovement = new Vector3(horizontalInput, 0, verticalInput); bool moving = inputMovement != Vector3.zero; if (moving) { inputMovement.Normalize(); } movement += (inputMovement - movement) / 3; if (movement.sqrMagnitude < float.Epsilon) { movement = Vector3.zero; } if (moving) { targetAngle = Quaternion.LookRotation(inputMovement) * transform.rotation; modelAngle = Quaternion.Lerp(model.transform.rotation, targetAngle, 0.2f); } model.transform.rotation = modelAngle; if (colliding.getColliding() && movement != Vector3.zero) { transform.Translate(Vector3.up * rb.velocity.y * Time.deltaTime); } rb.velocity += Vector3.up * -gravity * Time.deltaTime; // transform.Translate(Vector3.up * velocityY * Time.deltaTime); // velocityY += -40 * Time.deltaTime; // if(colliding.getColliding()) { // velocityY = 0; // rb.velocity = Vector3.zero; // } }
private bool Grounded() { return(groundCollider.getColliding()); }