#pragma strict
public var movementSpeed : float = 5.0f;
private var isGrounded : boolean = false;
function Start () {
}
function Update () {
rigidbody.velocity = new Vector3(0, rigidbody.velocity.y, 0); //Set X and Z velocity to 0
transform.Translate(Input.GetAxis("Horizontal") * Time.deltaTime * movementSpeed, 0, 0);
/*if (Input.GetButtonDown("Jump") && isGrounded)
{
Jump(); //Manual jumping
}*/
}
function Jump()
{
if (!isGrounded) { return; }
isGrounded = false;
rigidbody.velocity = new Vector3(0, 0, 0);
rigidbody.AddForce(new Vector3(0, 700, 0), ForceMode.Force);
}
function FixedUpdate()
{
isGrounded = Physics.Raycast(transform.position, -Vector3.up, 1.0f);
if (isGrounded)
{
Jump(); //Automatic jumping
}
}
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