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PowerUps powerUps;
public bool isFacingLeft;
-
+
private bool isShooting;
[SerializeField]
// Start is called before the first frame update
void Start()
- {
+ {
//Hier wird der Rigidbody initialisiert
rb = GetComponent<Rigidbody2D>();
// Update is called once per frame
void Update()
{
- if(isGrounded == true && Input.GetButtonDown("Jump"))
+ if (isGrounded == true && Input.GetButtonDown("Jump"))
{
isJumping = true;
jumpTimeCounter = jumptime;
if (Input.GetButton("Jump") && isJumping == true)
{
- if(jumpTimeCounter > 0)
+ if (jumpTimeCounter > 0)
{
rb.velocity = Vector2.up * jumpForce;
jumpTimeCounter -= Time.deltaTime;
isFacingLeft = false;
}
- if(powerUps.mouseIsGardener == true)
+ if (powerUps.mouseIsGardener == true)
{
if (Input.GetButtonDown("Fire1"))
{
moveInput = Input.GetAxisRaw("Horizontal");
}
- void FixedUpdate()
+ void FixedUpdate()
{
//Hier wird ein Kreis unter der Maus erzeugt, der prüft, ob die Maus den Boden berührt
isGrounded = Physics2D.OverlapCircle(groundcheck.position, checkRadius, whatIsGround);
//Wenn a und d oder Pfeiltaste links und rechts gedrückt werden, ist der Wert von moveInput -1 oder 1;
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
- }
+ }
void ResetShoot()
{