déasctivé R pour le dash, se fait maintenant par un double jump.

This commit is contained in:
Jean-Sébastien Gervais 2016-04-08 19:17:22 -04:00
parent 6c11a27e46
commit 7082931f3a
2 changed files with 24 additions and 9 deletions

View File

@ -197,12 +197,24 @@ public class Astronaut : MonoBehaviour {
theta = newTheta; theta = newTheta;
} }
if (State == AstronautState.Dashing && grounded)
{
//TODO arreter mouvelement lateral
State=AstronautState.Idle;
}
} }
public void Jump() public void Jump()
{ {
if (State >= AstronautState.Ejecting || State == AstronautState.Jumping) if (State >= AstronautState.Ejecting)
return; return;
if (State == AstronautState.Jumping)
{
Dash();
State=AstronautState.Dashing; //TODO relacher l'état Dashing
return;
}
if (!grounded) return; if (!grounded) return;
vSpeed = JumpSpeed; vSpeed = JumpSpeed;
grounded = false; grounded = false;

View File

@ -49,14 +49,17 @@ public class AstronautController : MonoBehaviour {
_astronaut.Move(xValue, yValue); _astronaut.Move(xValue, yValue);
if (input.Ranges.ContainsKey("Dash"))
{
if (input.Ranges["Dash"] > 0.8f)
{
_astronaut.Dash();
}
} // le dash se fait par double jump avec un state change.
//if (input.Ranges.ContainsKey("Dash"))
//{
// if (input.Ranges["Dash"] > 0.8f)
// {
// _astronaut.Dash();
// }
//}
} }
private void HandlePlayerButtons(MappedInput input) private void HandlePlayerButtons(MappedInput input)