// Update is called once per frame void Update() { if (playerState.IsEnabled()) { float moveSpeed = maxMoveSpeed; if (slowed) { moveSpeed /= 2; } playerJump = this.GetComponentInChildren <PlayerJump>(); Vector3 newVelocity = rigid.velocity; //Horizontal float vel = Input.GetAxis("Horizontal") * moveSpeed; if (Mathf.RoundToInt(vel) != 0) { newVelocity.x += vel; if (vel > 0 && newVelocity.x > moveSpeed) { newVelocity.x = moveSpeed; } else if (vel < 0 && newVelocity.x < -1 * moveSpeed) { newVelocity.x = -moveSpeed; } rigid.velocity = newVelocity; } else if ((playerJump.IsGrounded() && !playerState.IsFlying()) || (!playerJump.IsGrounded() && playerJump.IsStillJumped())) { rigid.velocity = new Vector3(0, rigid.velocity.y); } } }
// Update is called once per frame void LateUpdate() { if (playerState.IsShooting()) { timeSinceLastShot = 0f; } else { timeSinceLastShot += Time.deltaTime; } if (playerState.IsStanding()) //Standing Form { morphed = false; if (playerJump.IsGrounded()) //On Ground { shotInAir = false; spinMove = false; running = playerState.IsRunning(); if (playerDirection.IsHoldingUp()) //Is holding up key { playerState.SetLookingUp(true); } else //isnt holding up key { playerState.SetLookingUp(false); } } else //In Air { running = false; if (playerState.IsShooting()) //is shooting { shotInAir = true; } if (shotInAir) { if (playerDirection.IsHoldingUp()) //is holding up key { playerState.SetLookingUp(true); if (playerState.IsMissleOn()) { spriteRenderer.sprite = missleJumpShootUp; } else { spriteRenderer.sprite = jumpShootUp; } } else //isnt holding up key { playerState.SetLookingUp(false); if (playerState.IsMissleOn()) { spriteRenderer.sprite = missleJumpShootRight; } else { spriteRenderer.sprite = jumpShootRight; } } spinMove = false; } else if (playerJump.IsStillJumped()) //jumped from stationary { if (playerState.IsMissleOn()) { spriteRenderer.sprite = missleStillJumpRight; } else { spriteRenderer.sprite = stillJumpRight; } spinMove = false; } else if (playerJump.IsMoveJumped()) //is beyblade { spinMove = true; } } } else //morph ball { morphed = true; } }