Movimento.cs

17 January 2020

Views: 80

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
//using Photon.Pun;

public class Movimento : MonoBehaviour
{
//MonoBehaviourPun // IPunObservable

public bool direita = false, esquerda = false;
public float moveSpeed = 6;
private Rigidbody2D rb;
private bool AllowMoving = true;

void Awake(){
rb = GetComponent<Rigidbody2D>();
}

void FixedUpdate(){
//if (photonView.IsMine && !isDead)
//{
MovimentoGame ();
//}
}

void MovimentoGame () {
int movement = 0;

if (direita) {
//sr.flipX = true;
movement -= 1;
}
if (esquerda) {
//sr.flipX = false;
movement += 1;
}

if (movement != 0)
//pv.RPC (movement > 0 ? "OnDirectionChange_LEFT" : "OnDirectionChange_RIGHT", RpcTarget.Others);

//m_Animator.SetBool ("Andando", movement != 0);

if (AllowMoving && Mathf.Abs (movement) > 0) {
Vector2 vel = rb.velocity;
vel.x = movement * moveSpeed;
rb.velocity = vel;
}
else {rb.velocity = new Vector2(0,rb.velocity.y);}
}

//[PunRPC]
//void OnDirectionChange_LEFT () {
// sr.flipX = false;
//}

//[PunRPC]
//void OnDirectionChange_RIGHT () {
//sr.flipX = true;
//}
}

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