void Update() { Dead(); myController.OnUpdate(); if (myCurrentStrategy != null) { myCurrentStrategy.Advance(); } }
void Update() { //Movimiento if (_movementType != null) { _movementType.Advance(); } //Lifetime _timeToDie -= Time.deltaTime; if (_timeToDie <= 0) { BulletSpawner.Instance.ReturnBullet(this); } }
void Update() { if (Input.GetButtonDown("Jump") && isJumping == false) { currentState = jump; isJumping = true; isWalking = false; ground = 1; } else if (Input.GetAxis("Vertical") != 0 && Input.GetKey(KeyCode.LeftShift) || Input.GetAxis("Horizontal") != 0 && Input.GetKey(KeyCode.LeftShift)) { isWalking = true; currentState = run; } else if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0) { isWalking = true; currentState = walk; } else { isWalking = false; currentState = null; } if (currentState != null) { currentState.Advance(); } if (isGrounded) { Grounding(); } else { isWalking = true; } }