private void Phy(int HorizontalDir) { if (HorizontalDir == 1) { Rotator.turnright(); } else if (HorizontalDir == -1) { Rotator.turnleft(); } Vector3 mov = Vector3.zero; if (!CC.isGrounded) { VerticalForce += Gravity * Time.deltaTime; } else { direction = Player.PlayerSingleton.LeftOrRightFrom(transform.position.z); VerticalForce = JumpPower; anim.Play("Salto"); } mov += Vector3.down * -VerticalForce; mov += Front * HorizontalDir * HorizontalSpeed; CC.Move(mov * Time.deltaTime); }
private void Update() { if (Input.anyKey) { if (Input.GetKeyDown(SaveB)) { PowerUpController.instance.Save(); } for (int K = 0; K < Weapons.Count; K++) { if (Input.GetKeyDown(Weapons[K])) { // Debug.Log("entroCambioDeArma"); P.TakeAnyInput(K); } } if (Input.GetKeyDown(Left) || LeftDown) { Rotator.turnleft(); } if (Input.GetKeyDown(Right) || RightDown) { Rotator.turnright(); } } }
protected void Phy(int HorizontalDir) { if (HorizontalDir == 1) { Rotator.turnright(); } else if (HorizontalDir == -1) { Rotator.turnleft(); } Vector3 mov = Vector3.zero; mov += Vector3.down * -VerticalForce; mov += Front * HorizontalDir * HorizontalSpeed; //gravedad if (!CC.isGrounded) { mov += new Vector3(0, Gravity, 0); } CC.Move(mov * Time.deltaTime); }
private void Update() { if (!DroppedWeaponAlready) { if (CC.isGrounded) { anim.Play("Salto"); if (P.LeftOrRightFrom(transform.position.z) == -1) { Rotator.turnleft(); } else { Rotator.turnright(); } float D; if (Jumps > 0) { D = transform.position.z - Target.position.z; Jumps--; } else { Jumps = MaxJumps; if (P.LeftOrRightFrom(transform.position.z) == -1) { D = transform.position.z - RightC.position.z; } else { D = transform.position.z - LeftC.position.z; } } vx = VX(D); VForce = JumpPower; Direction = P.LeftOrRightFrom(transform.position.z); } else { VForce -= Gravity * Time.deltaTime; } Vector3 mov = new Vector3(0, VForce, vx * -1); CC.Move(mov * Time.deltaTime); } else { //ultimo salto if (CC.isGrounded && !LastJump) { gameObject.layer = AcrossPlatformsLayer; anim.Play("Salto"); if (P.LeftOrRightFrom(transform.position.z) == -1) { Rotator.turnleft(); } else { Rotator.turnright(); } float D; Jumps = MaxJumps; D = transform.position.z - LeftC.position.z; vx = LVX(D); VForce = LastJumpPower; Direction = P.LeftOrRightFrom(transform.position.z); LastJump = true; } else { VForce -= Gravity * Time.deltaTime; } if (transform.position.z - LeftC.position.z <= LastJumpError || -transform.position.z + LeftC.position.z >= -LastJumpError) //para no seguir muy de largo { vx = 0; } if (transform.position.y >= (LastJumpPower / 2) * lastairtime)//receta casera para calcular altura maxima { gameObject.layer = DefaultLayer; } Vector3 mov = new Vector3(0, VForce, vx * -1); CC.Move(mov * Time.deltaTime); } }