Game Development Reference
In-Depth Information
Flip();
}
Grounded();
if(Input.GetButtonDown("Jump") && _isGrounded) {
_isJump = true;
}
}
}
function LateUpdate() {
if (!_gameEnd) {
Camera.main.transform.position = new
Vector3(transform.position.x, transform.position.y,
Camera.main.transform.position.z);
}
}
// C# user: (Put the code inside the class)
void Update() {
if (!_gameEnd) {
_horizontalInput = Input.GetAxis("Horizontal");
if ((!_isFacingRight && (_horizontalInput > 0))
||
(_isFacingRight && (_horizontalInput < 0))) {
Flip();
}
Grounded();
if(Input.GetButtonDown("Jump") && _isGrounded) {
_isJump = true;
}
}
}
void LateUpdate() {
if (!_gameEnd) {
Camera.main.transform.position = new
Vector3(transform.position.x, transform.position.y,
Camera.main.transform.position.z);
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