// Update is called once per frame void Update() { transform.position += movement.Calculate( unityService.GetAxis("Horizontal"), unityService.GetDeltaTime()); if (unityService.GetAxis("Horizontal") != 0 && !soundManager.IsPlayingSound(GetComponent <AudioSource>())) { soundManager.Play(GetComponent <AudioSource>()); } }
// Update is called once per frame void Update() { Debug.Log(GetPosition().x); grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, layerGround); animator.SetBool("Grounded", grounded); speed = baseSpeed + speedLevel * speedPerLevel; //Debug.Log(currentAnim); //checking if the player is in an animation(r.g. attacking) inAction = attacking || shooting; //Debug.Log(grounded); //Debug.Log(XSpeedCheck()); lookdirection = new Vector2(transform.localScale.x, 0); // -- Handle input and movement -- float inputX = UnityService.GetAxis("Horizontal"); //float inputX = Input.GetAxis("Horizontal"); // Swap direction of sprite depending on walk direction ChangeLookDirection(inputX); if (!staggered) { Move(inputX); } //body2d.velocity = new Vector2(inputX * speed * speedMod, body2d.velocity.y); if (body2d.velocity.y < 0) { body2d.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime; } //Attack if (!inAction) { //without unityServiceL Input.GetKeyDown(KeyCode.K) if (UnityService.GetMouseButtonDown1() || Input.GetKeyDown(KeyCode.K)) //can move to below?tbc { ShootArrow(); } else if ((Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.J))) { StartAttack(); } else if (Input.GetKeyDown("q")) { Punch(); } } //Jump if (Input.GetKeyDown("space") && grounded) { Jump(); } //Run //tbc //state for loop animations. else if ((Mathf.Abs(inputX) > Mathf.Epsilon) && grounded) { animator.SetInteger("AnimState", 1); //x = 1; } //falling else if ((body2d.velocity.y <= 0) && !grounded) { animator.SetInteger("AnimState", 2); //x = 2; } //falling //Idle else { animator.SetInteger("AnimState", 0); //x = 0; } //Debug.Log(x); }