示例#1
0
 // Update is called once per frame
 void Update()
 {
     if (!dead)
     {
         if (!damaged)
         {
             if (Input.GetKeyDown(KeyCode.Z))
             {
                 if (dishots.cantidad > 0 && !dishots.shots[dishots.cantidad - 1].gameObject.activeInHierarchy)
                 {
                     dishots.cantidad--;
                     dishots.shots[dishots.cantidad].GetComponent <Limones>().activar(dir, Time.time, new Vector3(transform.position.x, transform.position.y, 0f));
                     dishots.shots[dishots.cantidad].gameObject.SetActive(true);
                 }
                 else
                 {
                     dishots.cantidad = 3;
                 }
             }
             if (dash.Check() && dash.enUso)
             {
                 StartCoroutine(bajar(1f));
             }
             if ((Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) && isLookingRight && isOnWall && !isOnGround)
             {
                 rg.velocity = new Vector2(rg.velocity.x, 7f);
             }
             if ((Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) && !isLookingRight && isOnWall && !isOnGround)
             {
                 rg.velocity = new Vector2(rg.velocity.x, 7f);
             }
             if ((Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W)) && isOnGround)
             {
                 rg.velocity = new Vector2(rg.velocity.x, 7f);
             }
             if (Input.GetKeyDown(KeyCode.X) && (isOnGround || isOnWall) && dash.Check())
             {
                 tlr.time = 0.5f;
                 dash.Activar();
             }
         }
         else
         {
             if (collisionIsFinished())
             {
                 damaged = false;
             }
         }
     }
     else
     {
         int EnemyLayer  = LayerMask.NameToLayer("Enemy");
         int PlayerLayer = LayerMask.NameToLayer("Player");
         Physics2D.IgnoreLayerCollision(EnemyLayer, PlayerLayer, false);
         gameObject.SetActive(false);
     }
 }