// Update is called once per frame void Update() { if (GlobalControl.NumPlayers >= 1) { if (GlobalControl.GetButtonDownA(1)) { Debug.Log("A1 pressed"); } else if (GlobalControl.GetButtonDownRT(1)) { Debug.Log("RT1 pressed"); } } if (GlobalControl.NumPlayers >= 2) { if (GlobalControl.GetButtonDownA(2)) { Debug.Log("A2 pressed"); } else if (GlobalControl.GetButtonDownRT(2)) { Debug.Log("RT2 pressed"); } } if (GlobalControl.NumPlayers >= 3) { if (GlobalControl.GetButtonDownA(3)) { Debug.Log("A3 pressed"); } else if (GlobalControl.GetButtonDownRT(3)) { Debug.Log("RT3 pressed"); } } if (GlobalControl.NumPlayers >= 4) { if (GlobalControl.GetButtonDownA(4)) { Debug.Log("A4 pressed"); } else if (GlobalControl.GetButtonDownRT(4)) { Debug.Log("RT4 pressed"); } } /*if (GlobalControl.GetButtonDownA(1)) Debug.Log("A1 pressed"); * if (GlobalControl.GetButtonDownA(2)) Debug.Log("A2 pressed"); * if (GlobalControl.GetButtonDownX(1)) Debug.Log("X pressed"); * if (GlobalControl.GetButtonDownY(1)) Debug.Log("Y pressed"); * if (GlobalControl.GetButtonDownStart(1)) Debug.Log("Start pressed"); * if (GlobalControl.GetButtonDownBack(1)) Debug.Log("Back pressed"); * if (GlobalControl.GetButtonDownRT(1)) Debug.Log("RT pressed");*/ /*Debug.Log(GlobalControl.GetHorizontal(1)); * Debug.Log(GlobalControl.GetVertical(1)); * Debug.Log(GlobalControl.GetHorizontalAim(1)); * Debug.Log(GlobalControl.GetVerticalAim(1));*/ }
// Update is called once per frame void Update() { //Horizontal movment for the character float inputX = GlobalControl.GetHorizontal(num); theRigidBody.velocity = new Vector2(inputX * speed, theRigidBody.velocity.y); //makes a character jump if they press A //want to make a double jump, you can only jup is you have a jump left. bool jump = GlobalControl.GetButtonDownA(num); if (jump && theRigidBody.transform.position.y < (-3.10) || jump && onFridge) { theRigidBody.velocity = new Vector2(theRigidBody.velocity.x, jumpPower); } if (onFridge) { animator.SetBool("isJumping", false); } if (transform.position.y < (-3.10) || onFridge) { animator.SetBool("isJumping", false); } else { animator.SetBool("isJumping", true); } animator.SetFloat("speed", Mathf.Abs(theRigidBody.velocity.x)); if (theRigidBody.velocity.x < 0) { sR.flipX = true; } else { sR.flipX = false; } if (theRigidBody.transform.position.x > -7f || theRigidBody.transform.position.y > 0) { onFridge = false; } }
// Update is called once per frame void Update() { if (GlobalControl.GetButtonDownB(playerNum) && readyToShoot) { FireMid(); readyToShoot = false; Invoke("ResetReadyToShoot", delay); } if (GlobalControl.GetButtonDownY(playerNum) && readyToShoot) { FireHigh(); readyToShoot = false; Invoke("ResetReadyToShoot", delay); } if (GlobalControl.GetButtonDownA(playerNum) && readyToShoot) { FireLow(); readyToShoot = false; Invoke("ResetReadyToShoot", delay); } }
// Update is called once per frame void Update() { if (p != null && !p.canMove) { if (GlobalControl.GetButtonDownA(p.playerNum)) { GetComponent <Animator> ().SetBool("Apressed", false); frozenCount--; } else { GetComponent <Animator> ().SetBool("Apressed", true); } if (frozenCount <= 0) { p.canMove = true; GameObject.Destroy(gameObject); } } }