Rework movement system to use deltaTime and GetAxisRaw

This commit is contained in:
2024-10-22 17:56:20 -07:00
parent f844d05ed5
commit 4c518e9c55
5 changed files with 11 additions and 7 deletions

View File

@@ -20,7 +20,7 @@ public class Ratbot : MonoBehaviour
// Constantly move towards player
Rigidbody2D controller = GetComponent<Rigidbody2D>();
Vector2 direction = (player.transform.position - transform.position).normalized;
controller.linearVelocity = direction*moveSpeed;
controller.linearVelocity = direction*moveSpeed*Time.deltaTime;
}
void OnCollisionStay2D(Collision2D collision) {

View File

@@ -102,7 +102,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 4d75aac518cf9dca0b16bb5a2e347204, type: 3}
m_Name:
m_EditorClassIdentifier:
moveSpeed: 4
moveSpeed: 200
damageStrength: 10
damageTimeoutSeconds: 0.5
health: 10

View File

@@ -315,6 +315,10 @@ PrefabInstance:
propertyPath: m_RenderPostProcessing
value: 0
objectReference: {fileID: 0}
- target: {fileID: 6118034672792182209, guid: e05928a0d673caf999d31b31b994a112, type: 3}
propertyPath: moveSpeed
value: 3000
objectReference: {fileID: 0}
- target: {fileID: 6118034672792182209, guid: e05928a0d673caf999d31b31b994a112, type: 3}
propertyPath: dashDistance
value: 1000
@@ -542,7 +546,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 58ed146781c2cc8bd972920fd08533fe, type: 3}
m_Name:
m_EditorClassIdentifier:
state: Start
state: 0
wave: 0
ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3}

View File

@@ -1381,7 +1381,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
upgrade: 5
amount: 5
amount: 1000
--- !u!1 &4600683873005582980
GameObject:
m_ObjectHideFlags: 0

View File

@@ -29,9 +29,9 @@ public class Teo : MonoBehaviour
// Move player
if (!dashing) {
controller.AddRelativeForce (new Vector2 (
Input.GetAxis("Horizontal"),
Input.GetAxis("Vertical")
).normalized * moveSpeed);
Input.GetAxisRaw("Horizontal"),
Input.GetAxisRaw("Vertical")
).normalized * moveSpeed * Time.deltaTime);
}
// Attack on click if not on cooldown
if (Input.GetMouseButtonDown(0)) {