void update_movement() { if (Physics2D.Raycast(new Vector2(coll.bounds.center.x, coll.bounds.min.y), Vector2.down, 0.1f, wall_layer).collider) { jump_count.to_origin(); } float x_speed = body.velocity.x + GamePad.GetAxis(GamePad.Axis.LeftStick, gpIndex).x *move_velocity *Time.deltaTime; float y_speed = body.velocity.y; if (jump_count.current > 0 && GamePad.GetButtonDown(GamePad.Button.RightShoulder, gpIndex)) { jump_count.current--; y_speed = jump_velocity; } body.velocity = new Vector2(x_speed, y_speed); }
void update_fire() { if (disabled) { return; } Vector2 fire_direction = GamePad.GetAxis(GamePad.Axis.RightStick, gpIndex); if (weapon_cooldown.current > 0) { weapon_cooldown.current -= Time.deltaTime; } else if (fire_direction.magnitude > 0.01) { weapon_script.use(gameObject, fire_direction.normalized); weapon_cooldown.to_origin(); } }
public void disable() { disabled = true; health.to_origin(); disable_time.to_origin(); }