using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FighterController : MonoBehaviour
{
public enum State { Idle, Walking, Jumping, Attacking, Blocking }
public State currentState;
public float moveSpeed = 5f;
public float jumpForce = 10f;
private Rigidbody2D rb;
void Start()
{
rb = GetComponent<Rigidbody2D>();
currentState = State.Idle;
}
void Update()
{
// Movimentação Básica (Input do Teclado)
float moveInput = Input.GetAxisRaw("Horizontal");
rb.velocity = new Vector2(moveInput * moveSpeed, rb.velocity.y);
// Pular
if (Input.GetKeyDown(KeyCode.Space) && currentState != State.Jumping)
{
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
currentState = State.Jumping;
}
// Atacar (Ex: Hadouken / Soco)
if (Input.GetKeyDown(KeyCode.J))
{
Attack();
}
}
void Attack()
{
currentState = State.Attacking;
Debug.Log("Soco aplicado! Animação de ataque ativada.");
// Adicionar lógica de dano aqui
currentState = State.Idle; // Retorna ao estado normal
}
}
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