// Apply physics forces
    public void FixedUpdate()
    {
        /*
         *  var moveVector = new Vector3();
         *  foreach(var key in _movementControls.Keys)
         *  {
         *      if (Input.GetKey(key))
         *      {
         *          moveVector += _movementControls[key];
         *      }
         *  }
         *
         *  ui.move=moveVector;
         */
        ui.move = new Vector3(
            Input.GetAxis("Vertical"),   //<- move.x: forward direction (WS keys)
            0.0f,                        //<- move.y: upward direction
            -Input.GetAxis("Horizontal") //<- move.z: turning left (AD keys)
            );
        ui.action = Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.Mouse0) || Input.GetKey(KeyCode.Return);
        ui.jump   = Input.GetKey(KeyCode.Space);
        ui.sprint = Input.GetKey(KeyCode.LeftShift);
        ui.menu   = Input.GetKey(KeyCode.Tab);

        currentVehicle.VehicleFixedUpdate(ref ui, playerTransform, cameraTransform);
    }
Beispiel #2
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    // Apply physics forces
    public void FixedUpdate()
    {
        var moveVector = new Vector3();

        foreach (var key in _movementControls.Keys)
        {
            if (Input.GetKey(key))
            {
                moveVector += _movementControls[key];
            }
        }

        ui.move   = moveVector;
        ui.action = Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.Mouse0) || Input.GetKey(KeyCode.Return);
        ui.jump   = Input.GetKey(KeyCode.Space);
        ui.sprint = Input.GetKey(KeyCode.LeftShift);
        ui.menu   = Input.GetKey(KeyCode.Tab);

        currentVehicle.VehicleFixedUpdate(ref ui, playerTransform, cameraTransform);
    }