// Update is called once per frame void LateUpdate() { //Walktimer value rolloff if (walkTimer > 0.0f) { walkTimer -= Time.deltaTime; } if (walkTimer < 0.0f) { walkTimer = 0.0f; } //Camina y Corre if (moving) { if (walkTimer == 0.0f) { //CAMINA if (!moveState.canRun && moveState.GetComponent <Rigidbody2D>().velocity.x != 0 && moveState.isGround && moveState.isMovingByControl) { camina = true; rio = false; if (!corre) { corre = false; //Si antes no caminaba y ahora si ground.Spawn(transform.position, transform.rotation); walkCooler = 0.35f; walkTimer = walkCooler; } } else { walkCooler = 0.0f; camina = false; } //CORRE if (moveState.canRun && moveState.GetComponent <Rigidbody2D>().velocity.x != 0 && moveState.isGround && moveState.isMovingByControl) { camina = false; if (!camina) { corre = true; //Aqui hago sonido de correr ground.Spawn(transform.position, transform.rotation); walkCooler = 0.25f; walkTimer = walkCooler; } } else { walkCooler = 0.0f; corre = false; } } }//END MOVING if (moveState.isGround && !onGround)//Sonido de cayo { if (Mathf.Approximately(moveState.GetComponent <Rigidbody2D>().velocity.x, 0.0f)) { if (moveState.GetComponent <Rigidbody2D>().velocity.y <= 0)//ignoro SFX en las one way platform { if (OneWaySingleton.Instance != null) { ground.Spawn(transform.position, transform.rotation); /* * if (OneWaySingleton.Instance.isK1OneWay) * { * ground.Spawn(transform.position, transform.rotation); * }*/ } } } onGround = true; } if (!moveState.isGround) { onGround = false; saveGround = false; } if (corre && Mathf.Approximately(moveState.GetComponent <Rigidbody2D>().velocity.y, 0.0f) && !saveGround && !rio) {//no ria cuando salta rio = true; saveGround = true; runLaugh.Spawn(transform.position, transform.rotation); } }
// Update is called once per frame void LateUpdate() { if (moveState.isEnter || moveState.isEnterElevator)//intento parar la respiracion pero no lo logro :( { EndMove(); } else { StartMove(); } if (moveState.isInPlatform) { plat = true; } if (!moveState.isInPlatform) { plat = false; } //Walktimer value rolloff if (walkTimer > 0.0f) { walkTimer -= Time.deltaTime; } if (walkTimer < 0.0f) { walkTimer = 0.0f; } //Camina, Corre y esta en idle if (moving) { if (walkTimer == 0.0f) { //CAMINA y Corre if (moveState.GetComponent <Rigidbody2D>().velocity.x != 0 && moveState.isGround && moveState.isMovingByControl) { if (!moveState.canRun) { camina = true; corre = false; if (audioRun.volume > 0) { audioRun.volume -= 0.5f * Time.deltaTime; } if (!corre) { corre = false; //Si antes no caminaba y ahora si if (paso == 1) { paso = 2; //resp2.Spawn(transform.position, transform.rotation); if (moveState.isInPlatform) { groundPlat1.Spawn(transform.position, transform.rotation); } if (!moveState.isInPlatform) { ground1.Spawn(transform.position, transform.rotation); } } else { paso = 1; //resp1.Spawn(transform.position, transform.rotation); if (moveState.isInPlatform) { groundPlat2.Spawn(transform.position, transform.rotation); } if (!moveState.isInPlatform) { ground2.Spawn(transform.position, transform.rotation); } } walkCooler = 0.35f; walkTimer = walkCooler; } } else { camina = false; if (audioRun.volume < maxVol) {//Sonido de respiracion audioRun.volume += 0.5f * Time.deltaTime; } if (!camina) { corre = true; /*if(moveState.isEnter || moveState.isEnterElevator)//deja de correr y caminar en las puertas, asensores * { * corre = false; * camina = true; * Debug.Log ("isEnter"); * * }*/ //Aqui hago sonido de correr if (paso == 1) { paso = 2; //ground1.Spawn(transform.position, transform.rotation); //resp2.Spawn(transform.position, transform.rotation); if (moveState.isInPlatform) { groundPlat1.Spawn(transform.position, transform.rotation); } if (!moveState.isInPlatform) { ground1.Spawn(transform.position, transform.rotation); } } else { paso = 1; //ground2.Spawn(transform.position, transform.rotation); //resp2.Spawn(transform.position, transform.rotation); if (moveState.isInPlatform) { groundPlat2.Spawn(transform.position, transform.rotation); } if (!moveState.isInPlatform) { ground2.Spawn(transform.position, transform.rotation); } } walkCooler = 0.25f; walkTimer = walkCooler; } } } else { walkCooler = 0.0f; camina = false; corre = false; if (audioRun.volume > 0) { audioRun.volume -= 0.5f * Time.deltaTime; } } } } else//END MOVING { if (audioRun.volume > 0) { audioRun.volume -= 0.5f * Time.deltaTime; } } if (moveState.isGround && !onGround)//Sonido de cayo { if (moveState.GetComponent <Rigidbody2D>().velocity.x == 0) { if (moveState.isInPlatform) { groundPlat3.Spawn(transform.position, transform.rotation); } if (!moveState.isInPlatform) { if (moveState.GetComponent <Rigidbody2D>().velocity.y <= 0)//ignoro SFX en las one way platform { if (OneWaySingleton.Instance != null) { ground3.Spawn(transform.position, transform.rotation); /*if (!OneWaySingleton.Instance.isKlausOneWay) * { * ground3.Spawn(transform.position, transform.rotation); * * }*/ } } } } onGround = true; } if (!moveState.isGround) { onGround = false; saveGround = false; } }