public override void Update() { PrevMoveAmt = CurMoveAmt; CurMoveAmt = Vector3.zero; float speed = PlayerCharacter.Instance.BaseMoveSpeed; if (Input.GetKey(KeyCode.UpArrow) == true) { CurMoveAmt.y = speed; } if (Input.GetKey(KeyCode.DownArrow) == true) { CurMoveAmt.y = -speed; } if (Input.GetKey(KeyCode.LeftArrow) == true) { CurMoveAmt.x = -speed; } if (Input.GetKey(KeyCode.RightArrow) == true) { CurMoveAmt.x = speed; } //Test jumping state if (Input.GetKeyDown(KeyCode.Z)) { playerGrounded.SetGroundState(playerGrounded.GroundedState == PlayerGrounded.GroundedStates.Grounded ? PlayerGrounded.GroundedStates.Airborne : PlayerGrounded.GroundedStates.Grounded); } //Set the direction to face playerDirection.SetDirection(PlayerDirection.GetDirectionFromSpeed(new Vector2(CurMoveAmt.x, CurMoveAmt.y), playerDirection.CurDirection)); StateMachine.RootTransform.position += CurMoveAmt; }