using UnityEngine; using System.Collections; public class player2_controls : MonoBehaviour { void Start () { } bool pushed = false; public float speed; public Vector2 jumpVector; public GameObject bullet; bool canJump = true; bool facingRight = true; float currentSpeed; float pushtime; void Update() { if (!pushed) { Vector2 velo = rigidbody2D.velocity; velo.x = (Input.GetAxis ("Horizontal_P2") * speed); rigidbody2D.velocity = velo; } else { Vector2 velo = rigidbody2D.velocity; if (velo.x < 0.4f && Time.time > pushtime) pushed = false; } if (Input.GetKey (KeyCode.W)){ if (canJump == true){ rigidbody2D.velocity = jumpVector; canJump = false; } } if (Input.GetKeyDown ("a") && facingRight) { transform.Rotate (Vector3.up * 180); facingRight = false; } if (Input.GetKeyDown ("d") && !facingRight) { transform.Rotate (Vector3.up * 180); facingRight = true; } transform.eulerAngles = new Vector3 (transform.eulerAngles.x, transform.eulerAngles.y,0); } void OnCollisionEnter2D(Collision2D col){ if (col.collider.tag == "ground") canJump = true; else if(col.collider.tag == "Player") canJump = true; } public void Pushed(){ pushed = true; pushtime = Time.time + 0.5f; } }