Dash ability in working teleporty state

This commit is contained in:
2024-10-21 21:46:25 -07:00
parent bc0e3cd2dc
commit b740935c7b
2 changed files with 8 additions and 151 deletions

View File

@@ -9,7 +9,7 @@ public class Teo : MonoBehaviour
public float swingDistance = 10; public float swingDistance = 10;
public float damageStrength = 10; public float damageStrength = 10;
public float attackCooldownSeconds = 10; public float attackCooldownSeconds = 10;
public float dashDistance = 0.5F; public float dashDistance = 5F;
public float dashCooldownSeconds = 5; public float dashCooldownSeconds = 5;
public float lastAttackTime = 0; public float lastAttackTime = 0;
public float lastDashTime = 0; public float lastDashTime = 0;
@@ -59,12 +59,12 @@ public class Teo : MonoBehaviour
} }
void Dash() { void Dash() {
if (Time.fixedTime-lastDashTime < dashCooldownSeconds) return; if (Time.fixedTime-lastDashTime < dashCooldownSeconds) return;
GetComponent<Rigidbody2D>().simulated = false; lastDashTime = Time.fixedTime;
controller.linearVelocity = new Vector2( transform.position += new Vector3(
Screen.width/2 - Input.mousePosition.x, Input.mousePosition.x - Screen.width,
Screen.height/2 - Input.mousePosition.y Input.mousePosition.y - Screen.height,
) * dashDistance; 0
new WaitForSeconds (0.5F); ).normalized * dashDistance;
GetComponent<Rigidbody2D>().simulated = true; Debug.Log(controller.linearVelocity);
} }
} }

View File

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