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using UnityEngine; | |||||
using System.Collections; | |||||
public class P2_weapon : MonoBehaviour { | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
void Update (){ | |||||
if (Input.GetKeyDown("space")) | |||||
transform.Translate (Vector3.right); | |||||
else if (Input.GetKeyUp("space")) | |||||
transform.Translate (Vector3.left); | |||||
} | |||||
// Update is called once per frame | |||||
} |
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copyAvatar: 0 | |||||
humanDescription: | |||||
human: [] | |||||
skeleton: [] | |||||
armTwist: .5 | |||||
foreArmTwist: .5 | |||||
upperLegTwist: .5 | |||||
legTwist: .5 | |||||
armStretch: .0500000007 | |||||
legStretch: .0500000007 | |||||
feetSpacing: 0 | |||||
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lastHumanDescriptionAvatarSource: {instanceID: 0} | |||||
animationType: 2 | |||||
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using UnityEngine; | |||||
using System.Collections; | |||||
public class PlayerControler : MonoBehaviour { | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
public float speed; | |||||
public Vector2 jumpVector; | |||||
public GameObject bullet; | |||||
bool canJump = true; | |||||
void Update() { | |||||
Vector2 velo = rigidbody2D.velocity; | |||||
velo.x = Input.GetAxis ("Horizontal_P1") * speed; | |||||
rigidbody2D.velocity = velo; | |||||
if (Input.GetKey (KeyCode.UpArrow)){ | |||||
if (canJump == true){ | |||||
rigidbody2D.velocity = jumpVector; | |||||
canJump = false; | |||||
} | |||||
} | |||||
//if (Input.GetKey (KeyCode.Space)){ | |||||
//shoot | |||||
//GameObject bulletGO = Instantiate (bullet) as GameObject; | |||||
//bulletGO.transform.position = transform.position; | |||||
//} | |||||
} | |||||
void OnCollisionEnter2D(Collision2D col){ | |||||
if (col.collider.tag == "ground") | |||||
canJump = true; | |||||
else if(col.collider.tag == "Player") | |||||
canJump = true; | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class bulletScript : MonoBehaviour { | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class camera_controls : MonoBehaviour { | |||||
public Transform target; | |||||
// Update is called once per frame | |||||
void Update () { | |||||
transform.LookAt (target); | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class player2_controls : MonoBehaviour { | |||||
void Start () { | |||||
} | |||||
public float speed; | |||||
public Vector2 jumpVector; | |||||
public GameObject bullet; | |||||
bool canJump = true; | |||||
void Update() { | |||||
Vector2 velo = rigidbody2D.velocity; | |||||
velo.x = Input.GetAxis ("Horizontal_P2") * speed; | |||||
rigidbody2D.velocity = velo; | |||||
if (Input.GetKey (KeyCode.W)){ | |||||
if (canJump == true){ | |||||
rigidbody2D.velocity = jumpVector; | |||||
canJump = false; | |||||
} | |||||
} | |||||
//if (Input.GetKey (KeyCode.Space)){ | |||||
//shoot | |||||
//GameObject bulletGO = Instantiate (bullet) as GameObject; | |||||
//bulletGO.transform.position = transform.position; | |||||
//} | |||||
} | |||||
void OnCollisionEnter2D(Collision2D col){ | |||||
if (col.collider.tag == "ground") | |||||
canJump = true; | |||||
else if(col.collider.tag == "Player") | |||||
canJump = true; | |||||
} | |||||
} |
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using UnityEngine; | |||||
using System.Collections; | |||||
public class sc : MonoBehaviour { | |||||
Quaternion rotation; | |||||
// Use this for initialization | |||||
void Awake () { | |||||
rotation = transform.rotation; | |||||
} | |||||
// Update is called once per frame | |||||
void LateUpdate () { | |||||
transform.rotation = rotation; | |||||
} | |||||
} |
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