private void FixedUpdate() { if (Input.GetAxisRaw("Horizontal") == 1) { pc.Move(1, false, false); } if (Input.GetAxisRaw("Horizontal") == -1) { pc.Move(-1, false, false); } if (Input.GetKeyDown("space")) { pc.Move(1, false, true); } }
private void Update() { input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if ((Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown("joystick button 0")) && controller.collisions.below) { Jump(); } if (Input.GetKeyUp(KeyCode.Space) || Input.GetKeyUp("joystick button 0")) { JumpRelease(); } CalculatePlayerVelocity(); controller.Move(velocity * Time.deltaTime, input); if (controller.collisions.above || controller.collisions.below) { if (controller.collisions.slidingDownMaxSlope) { velocity.y += controller.collisions.slopeNormal.y * -gravity * Time.deltaTime; } else { velocity.y = 0; } } if ((controller.collisions.left || controller.collisions.right) && !controller.collisions.slidingDownMaxSlope) { velocity.x = 0; } }
// Update is called once per frame void Update() { if (controller.collisions.above || controller.collisions.below) { velocity.y = 0; } //left and right movement input Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal" + playerNumber), Input.GetAxisRaw("Vertical" + playerNumber)); //jump input if (Input.GetButtonDown("Jump" + playerNumber) && (jumpsLeft != 0)) { velocity.y = jumpVelocity; jumpsLeft--; } // apply gravity & movement float targetVelocityX = input.x * moveSpeed; velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below)?accelerationTimeGrounded:accelerationTimeAirborn); velocity.y += gravity * Time.deltaTime; //apply velocity to the character controller.Move(velocity * Time.deltaTime); if (controller.collisions.below) { jumpsLeft = maxJumps; } if (Input.GetButtonDown("Fire" + playerNumber)) { switch (currentPowerUp) { case PowerUp.Pistol: FirePistol(); break; case PowerUp.Crossbow: FireArrow(); break; } } // if(Input.GetButtonDown("Melee" + playerNumber)) { // } if (velocity.x != 0) { if (Mathf.Sign(velocity.x) == 1) { isFacingRight = true; } else { isFacingRight = false; } } }
void Moving() { Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); velocity.y += gravity * Time.deltaTime; velocity.x = input.x * moveSpeed; FlipSprite(input); AnimateRunning(input); controller.Move(velocity * Time.deltaTime); }
// Update is called once per frame void FixedUpdate() { if (dead) { return; } moveVector.y = Mathf.Max(moveVector.y - movement.gravity * Time.deltaTime, -movement.gravity); playerController2D.Move(moveVector * Time.deltaTime); playerController2D.CheckCollisionDown(); }
// Update is called once per frame void Update() { if (controller.collisions.above || controller.collisions.below) { velocity.y = 0; } //left and right movement input Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal" + playerNumber), Input.GetAxisRaw("Vertical" + playerNumber)); //jump input if (Input.GetButtonDown("Jump" + playerNumber) && (jumpsLeft != 0)) { velocity.y = jumpVelocity; jumpsLeft--; } // apply gravity & movement float targetVelocityX = input.x * moveSpeed; velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below)?accelerationTimeGrounded:accelerationTimeAirborn); velocity.y += gravity * Time.deltaTime; //apply velocity to the character controller.Move(velocity * Time.deltaTime); if (controller.collisions.below) { jumpsLeft = maxJumps; } if (Input.GetButtonDown("Fire" + playerNumber)) { firedProjectile = Instantiate(projectile, transform.position, transform.rotation) as GameObject; firedProjectile.GetComponent <Rigidbody2D>().AddForce(new Vector2((isFacingRight?1:-1) * 1000, 0)); Physics2D.IgnoreCollision(firedProjectile.GetComponent <Collider2D>(), GetComponent <Collider2D>()); } if (velocity.x != 0) { if (Mathf.Sign(velocity.x) == 1) { isFacingRight = true; } else { isFacingRight = false; } } }
private void FixedUpdate() { if (rb2d.velocity.y < 0) { rb2d.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.fixedDeltaTime; } else if (rb2d.velocity.y > 0) { rb2d.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.fixedDeltaTime; } //move character if (!lockMovement) { cc.Move(horizontalMove * Time.fixedDeltaTime, jump); } jump = false; }
// Update is ca lled once per frame void FixedUpdate() { if (dead) { return; } moveVector.y = Mathf.Max(moveVector.y - movement.gravity * Time.deltaTime, -movement.gravity); playerController2D.Move(moveVector * Time.deltaTime); playerController2D.CheckCollisionDown(); if (timeLastLostTarget > 0.0f) { timeLastLostTarget -= Time.deltaTime; } if (timeLostShootRate > 0.0f) { timeLostShootRate -= Time.deltaTime; } }
void FixedUpdate() { // Anything related to MOVEMENT/PHYSICS goes HERE! CalcVelocity(); Crouch(); controller.Move(velocity * Time.deltaTime); if (controller.collisions.above || controller.collisions.below) { if (controller.collisions.slideMaxSlope) { velocity.y += controller.collisions.slopeNormal.y * -gravity * Time.deltaTime; } else { velocity.y = 0; } } if (directInput.x > 0 && !faceRight) { Flip(); } else if (directInput.x < 0 && faceRight) { Flip(); } if (grabbing) { Hold(); } inAir = !controller.collisions.below; // This is here for animation purposes. }
void Update() { if (Input.GetAxis("Horizontal") != 0 || Input.GetButtonDown("Jump")) { _playerTookControl = true; } if (!_playerTookControl) { if (Time.time >= _timeForJump) { _jump = true; } var input = Vector2.zero; if (Time.time >= _timeForMove) { input.x = _dir; } _player.Move(input, _jump); _jump = false; } }
void Update() { lancer = GetComponent <Health>().heartBar.throwing; if (courseDroite) { transform.localScale = new Vector3(actualScale, transform.localScale.y, transform.localScale.z); } else { transform.localScale = new Vector3(-actualScale, transform.localScale.y, transform.localScale.z); } float targetVelocityX; hurtTimer += Time.deltaTime; if (hurtTimer >= hurtCooldown) { if (playerState == PlayerState.HealthBar) { SetRepos(); } else { SetHeartRepos(); } if (controller.collisions.above || controller.collisions.below) { velocity.y = 0; } Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (Input.GetAxisRaw("Horizontal") != 0) { if (playerState == PlayerState.HealthBar) { SetCourse(); } else { SetHeartCourse(); } if (Input.GetAxisRaw("Horizontal") > 0) { courseDroite = true; } else { courseDroite = false; } } if (Input.GetButtonDown("Jump") && controller.collisions.below) { velocity.y = jumpVelocity; if (playerState == PlayerState.HealthBar) { SetSaut(); } else { SetHeartSaut(); } } targetVelocityX = input.x * moveSpeed; velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below) ? accelerationTimeGrounded : accelerationTimeAirborne); } else { targetVelocityX = 0f; } velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below) ? accelerationTimeGrounded : accelerationTimeAirborne); velocity.y += gravity * Time.deltaTime; controller.Move(velocity * Time.deltaTime); }
void FixedUpdate() { // controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump); jump = false; }
private void FixedUpdate() { if (!isDead) { if (rb.velocity.y < 0) { rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1); } else if (rb.velocity.y > 0) { rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 0.8f); } //print(jump); if (jump && cc.m_jumpCount < maxNumberOfJumps && rb.velocity.y < 0 && !recentlyAttacked) { rb.velocity = Vector2.zero; } //move character if (!lockMovement && !specialJump) { cc.Move(horizontalMove, jump && cc.m_jumpCount < maxNumberOfJumps); if (cc.m_jumpCount > 0 && jump) { doubleJumpUsed = true; } if (cc.m_doubleJumpEnabled) { if (cc.m_jumpCount < 1) { //jumpCount++; } } if (cc.m_jumpCount > 1) { cc.m_doubleJumpUsed = doubleJumpUsed = true; } } else if (!lockMovement && specialJump) { if (isLeaping) { print("is leaping"); Leap(); } else if (isBackLeaping) { BackLeap(); } else if (isBackStepping) { BackStep(); } } } jump = false; horizontalMove = 0; }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Melee" + playerNumber) && meleeTimer == 0) { upperAnimator.SetTrigger("MeleeAttack"); // meleeHitbox.enabled = true; } if (controller.collisions.above || controller.collisions.below) { velocity.y = 0; } if (controller.collisions.below) { lowerAnimator.SetBool("isJumping", false); isJumping = false; } //left and right movement input Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal" + playerNumber), Input.GetAxisRaw("Vertical" + playerNumber)); //jump input if (Input.GetButtonDown("Jump" + playerNumber) && (jumpsLeft != 0)) { velocity.y = jumpVelocity; jumpsLeft--; lowerAnimator.SetBool("isJumping", true); isJumping = true; } // apply gravity & movement float targetVelocityX = input.x * moveSpeed; velocity.x = targetVelocityX; //velocity.x = Mathf.SmoothDamp( velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below)?accelerationTimeGrounded:accelerationTimeAirborn); velocity.y += gravity * Time.deltaTime; if (Input.GetButtonDown("Fire" + playerNumber)) { switch (currentPowerUp) { case PowerUp.Pistol: FirePistol(); upperAnimator.SetTrigger("ShootPistol"); break; case PowerUp.Crossbow: FireArrow(); upperAnimator.SetTrigger("ShootCrossbow"); break; case PowerUp.Blink: Blink(); break; default: break; } } if (shieldOn == true && currentPowerUp == PowerUp.Shield && powerUpUsesLeft == 0) { ToggleShield(); } if (shieldOn == true && currentPowerUp != PowerUp.Shield) { ToggleShield(); } if (currentPowerUp == PowerUp.Shield && shieldOn == false && powerUpUsesLeft == 3) { ToggleShield(); } if (velocity.x != 0) { if (velocity.x > 0) { if (isFacingRight != true) { oldDirection = isFacingRight; isFacingRight = true; flip(); } } else if (velocity.x < 0) { if (isFacingRight != false) { oldDirection = isFacingRight; isFacingRight = false; flip(); } } } if (knockbackBuffer.x != 0 && knockbackBuffer.y != 0) { velocity.x += knockbackBuffer.x / 10; velocity.y += knockbackBuffer.y / 10; knockbackBuffer.x -= knockbackBuffer.x / 10; knockbackBuffer.y -= knockbackBuffer.y / 10; } if (transform.localScale.x > 0) { if (controller.collisions.right == false) { controller.Move(velocity * Time.deltaTime, transform.localScale.x); } else { velocity.x = 0; controller.Move(velocity * Time.deltaTime, transform.localScale.x); } } else if (transform.localScale.x < 0) { if (controller.collisions.left == false) { velocity.x *= -1; controller.Move(velocity * Time.deltaTime, transform.localScale.x); } else { velocity.x = 0; controller.Move(velocity * Time.deltaTime, transform.localScale.x); } } else { controller.Move(velocity * Time.deltaTime, 1); } if (velocity.x != 0 && isJumping == false) { lowerAnimator.SetBool("isWalking", true); //Debug.Log("yo"); } else { lowerAnimator.SetBool("isWalking", false); //Debug.Log("yo2"); } //apply velocity to the character //controller.Move(velocity * Time.deltaTime); if (controller.collisions.below) { jumpsLeft = maxJumps; } }
void Update() { anim.SetBool("Land", false); anim.SetBool("Fall", false); Vector2 input = PlayerInput.GetDirectionalInput(); int wallDirectionX = (controller.collisions.left) ? -1 : 1; float targetVelocityX; targetVelocityX = input.x * moveSpeed; velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocitySmoothingX, (controller.collisions.below) ? accelerationGrounded : accelerationTimeAirborne); if (PlayerInput.GetFlyDown()) { flying = true; timeFlyInitiated = Time.time; anim.SetTrigger("Flying"); } if (flying && (PlayerInput.GetFlyUp() || Time.time - timeFlyInitiated > maxFlyTime)) { flying = false; anim.SetTrigger("FlyingRelease"); } if (flying) { velocity.y = Mathf.Lerp(velocity.y, flyStrength + flySinStrength * Mathf.Sin((Time.time - timeFlyInitiated) * 4f * Mathf.PI), 4f * (Time.time - timeFlyInitiated)); if (velocity.y > maxFlySpeed) { velocity.y = maxFlySpeed; } } bool wallSliding = false; if (controller.collisions.left || controller.collisions.right && !controller.collisions.below && velocity.y < 0) { wallSliding = true; if (velocity.y < -wallSlideSpeedMax) { velocity.y = -wallSlideSpeedMax; } if (timeToWallUnstick > 0) { velocitySmoothingX = 0f; velocitySmoothingY = 0f; velocity.x = 0f; if (input.x != wallDirectionX && input.x != 0f) { timeToWallUnstick -= Time.deltaTime; } else { timeToWallUnstick = wallStickTime; } } else { timeToWallUnstick = wallStickTime; } } if (controller.collisions.above && velocity.y > 0) { velocity.y = 0f; } if (PlayerInput.GetJumpDown()) { if (wallSliding) { if (wallDirectionX == input.x) { velocity.x = -wallDirectionX * wallJumpClimb.x; velocity.y = wallJumpClimb.y; } else if (velocity.x == 0f) { velocity.x = -wallDirectionX * wallJumpOff.x; velocity.y = wallJumpOff.y; } else { velocity.x = -wallDirectionX * wallLeap.x; velocity.y = wallLeap.y; } TriggerJump(); canDoubleJump = true; } if (controller.collisions.below) { velocity.y = maxJumpVelocity; canDoubleJump = true; TriggerJump(); } else if (canDoubleJump && !wallSliding) { velocity.y = (maxJumpVelocity + minJumpVelocity) / 2f; canDoubleJump = false; TriggerJump(); } } if (PlayerInput.GetJumpUp()) { if (velocity.y > minJumpVelocity) { velocity.y = minJumpVelocity; } } if (controller.collisions.below) { TriggerLand(); } else if (!flying) { TriggerFall(); } velocity.y += gravity * Time.deltaTime * ((velocity.y < 0f) ? fastFallGravityModifier : 1f); if (velocity.y < -maxFallingSpeed) { velocity.y = -maxFallingSpeed; } controller.Move(velocity * Time.deltaTime); anim.SetFloat("VelocityX", (Mathf.Abs(velocity.x) < 0) ? 0 : (Mathf.Abs(velocity.x) > 1 ? 1 : Mathf.Abs(velocity.x))); anim.SetFloat("VelocityY", velocity.y); }
private void FixedUpdate() { _controller.Move(_horizontalMove * Time.fixedDeltaTime, _crouch, _jump); _jump = false; }