public override void Dash(PublicEnums.Direction dir, float distance) { gravity *= 0.25f; dashEnded += ResetGravity; switch (dir) { case PublicEnums.Direction.Left: StartCoroutine(DashLeft(distance)); break; case PublicEnums.Direction.Right: StartCoroutine(DashRight(distance)); break; case PublicEnums.Direction.Up: StartCoroutine(DashUp(distance)); break; case PublicEnums.Direction.Down: StartCoroutine(DashDown(distance)); break; default: break; } }
// Use this for initialization private void Awake() { initGravity = gravity; direction = PublicEnums.Direction.Right; initJumpForce = jumpForce; height = transform.lossyScale.y; stun = false; rigid = GetComponent <Rigidbody2D>(); currentMovement = PublicEnums.CurrentMovement.None; if (!controller) { controller = GetComponent <BaseController>(); } }
public void WallSlide(PublicEnums.Direction dir) //CUT { //currentSpeed = Vector2.zero;//Could be a quick decceleration //wallDirection = dir; //sliding = true; }
public virtual void Dash(PublicEnums.Direction dir, float distance) { gravity *= 0f; dashEnded += ResetGravity; }