private void Update() { //Con un nivel de yuyu mayor de 1--> no puedes saltar if (_yuyuController.GetYuyuLevel() > 1) { return; } if (Input.GetButtonDown("Jump") && (!isJumping)) { Jump(); } }
void Update() { if (_yuyuController.GetYuyuLevel() < 3) { if (Input.GetKeyDown(KeyCode.Mouse0) && clinesAmmo > 0) { isFacingRight = GetComponent <ScrollController>().facingRight; CheckSpeed(); GameObject bulletClone; myRotation = transform.rotation; //SE INSTANCIA LA BALA bulletClone = (GameObject)Instantiate(bullet, spawnPoint.transform.position, myRotation); bulletClone.GetComponent <Rigidbody2D>().velocity = new Vector2(localBulletSpeed, bulletClone.GetComponent <Rigidbody2D>().velocity.y); clinesAmmo--; StartCoroutine("playAudio", clinesSound); } if (Input.GetKeyDown(KeyCode.Mouse1) && flusAmmo > 0) { isFacingRight = GetComponent <ScrollController>().facingRight; CheckSpeed(); GameObject flusBulletClone; myRotation = transform.rotation; //SE INSTANCIA LA BALA flusBulletClone = (GameObject)Instantiate(flusBullet, spawnPoint.transform.position, myRotation); flusBulletClone.GetComponent <Rigidbody2D>().velocity = new Vector2(localFlusSpeed, flusBulletClone.GetComponent <Rigidbody2D>().velocity.y); flusAmmo -= 10; StartCoroutine("playAudio", flusSound); } if (rb.velocity.x == 0f && rb.velocity.y == 0) { if (Input.GetKeyDown(KeyCode.R) && flusAmmo < maxFlusAmmo) { StartCoroutine("playAudio", reloadSound); flusAmmo += 10; } } } else { if (Input.GetKeyDown(KeyCode.R) && clinesAmmo > 0) { isFacingRight = GetComponent <ScrollController>().facingRight; CheckSpeed(); GameObject bulletClone; myRotation = transform.rotation; //SE INSTANCIA LA BALA bulletClone = (GameObject)Instantiate(bullet, spawnPoint.transform.position, myRotation); bulletClone.GetComponent <Rigidbody2D>().velocity = new Vector2(localBulletSpeed, bulletClone.GetComponent <Rigidbody2D>().velocity.y); clinesAmmo--; StartCoroutine("playAudio", clinesSound); } if (Input.GetKeyDown(KeyCode.Mouse0) && flusAmmo > 0) { isFacingRight = GetComponent <ScrollController>().facingRight; CheckSpeed(); GameObject flusBulletClone; myRotation = transform.rotation; //SE INSTANCIA LA BALA flusBulletClone = (GameObject)Instantiate(flusBullet, spawnPoint.transform.position, myRotation); flusBulletClone.GetComponent <Rigidbody2D>().velocity = new Vector2(localFlusSpeed, flusBulletClone.GetComponent <Rigidbody2D>().velocity.y); flusAmmo -= 10; StartCoroutine("playAudio", flusSound); } if (rb.velocity.x == 0f && rb.velocity.y == 0) { if (Input.GetKeyDown(KeyCode.Mouse1) && flusAmmo < maxFlusAmmo) { StartCoroutine("playAudio", reloadSound); flusAmmo += 10; } } } }