示例#1
0
 private void GoIdle()
 {
     state = Mode.Idle;
     skillBar.Initialize();
     idleFace.SetActive(true);
     sadFace.SetActive(false);
     angryFace.SetActive(false);
     coldFace.SetActive(false);
     rain.Stop();
     rainSound.Stop();
     snow.Stop();
     snowSound.Stop();
 }
示例#2
0
文件: Player.cs 项目: Sh3B0/Clouse
    private void Update()
    {
        // Switch between player and cloud with Tab key
        if ((playerActive || cloudActive) && Input.GetButtonUp("Switch"))
        {
            if (LevelsManager.CurrentLevel == 1)
            {
                return;
            }
            if (playerActive)
            {
                playerActive = false;
                cloudActive  = true;
                skillBar.Initialize();
                walking.Pause();
            }
            else
            {
                playerActive = true;
                cloudActive  = false;
            }

            skillBar.gameObject.SetActive(cloudActive);
            anim.Push(.000f);
            anim.Move(.0f);
        }

        var horizontalInput = Input.GetAxis("Horizontal");

        if (playerActive || !playerController.isGrounded || isMovingBox)
        {
            if (_jumpsCount == 0 && Mathf.Abs(horizontalInput) > 0.001)
            {
                walking.UnPause();
            }
            else
            {
                walking.Pause();
            }
        }

        if (playerActive || !playerController.isGrounded)
        {
            _moveDirection = new Vector3(horizontalInput * MoveSpeed, _moveDirection.y);

            // If the player is now grounded, but wasn't in last frame
            if (playerController.isGrounded && (_jumpsCount > 0 || !_isGrounded))
            {
                effects.PlayOneShot(landing);
                _isGrounded = true;
            }

            if (!playerController.isGrounded)
            {
                _moveDirection.y += Physics.gravity.y * Time.deltaTime;
                _isGrounded       = false;
            }
            else
            {
                _jumpsCount = 0;
            }

            if (_jumpsCount < 2 && Input.GetButtonDown("Jump"))
            {
                effects.PlayOneShot(jumping);
                _jumpsCount++;
                _moveDirection = new Vector3(playerController.velocity.x, JumpForce);
                anim.Jump();
            }

            if (isMovingBox)
            {
                // Pushing animation should be played even if player stands (with minimum speed)
                anim.Push(horizontalInput + 0.002f);
                anim.Move(.0f);
            }
            else
            {
                anim.Move(horizontalInput);
                anim.Push(.000f);
            }
        }
        else
        {
            if (isMovingBox)
            {
                anim.Push(horizontalInput + 0.002f);
                anim.Move(.0f);
            }
        }

        if (playerController.enabled)
        {
            if (!playerActive)
            {
                _moveDirection.x = 0;
            }
            playerController.Move(_moveDirection * Time.deltaTime);
        }
    }