/// <summary> /// choose the destination layer for transformation; /// </summary> private void checkTranformation() { float move_dir = playerCharacter.GetComponent <PlayerController>().m_input.ver_axis_val; //movement on Z axis based on "Z axis movement unit" /* * if (!playerCharacter.GetComponent<PlayerController>().Z_restraint) * { * Debug.Log("not arrive at " + cur_layer_index); * return; * } */ //movement on Z axis between two portals by only one input if (playerCharacter.GetComponent <PlayerController>().m_input.ver_axis_button == InputSystem.AxisButtomPressed.NoInput) { Debug.Log("Player is holding the key or has not pressed yet."); return; } /* * if (target_layer_index_up > -1 && move_dir > 0.0F) * { * lm.LayersTransformation(cur_layer_index, target_layer_index_up); * * Debug.Log("from layer " + cur_layer_index + " to " + target_layer_index_up); * } * else if (target_layer_index_down > -1 && move_dir < 0.0F) * { * lm.LayersTransformation(cur_layer_index, target_layer_index_down); * * Debug.Log("from layer " + cur_layer_index + " to " + target_layer_index_down); * } */ if (UpArrowPortal && move_dir > 0.0F) { lm.LayersTransformation(cur_layer_index, UpArrowPortal.GetComponent <LayerSwitch>().CurLayerIndex, UpArrowPortal.transform.position); Debug.Log("from layer " + cur_layer_index + " to " + UpArrowPortal.GetComponent <LayerSwitch>().CurLayerIndex); } else if (DownArrowPortal && move_dir < 0.0F) { lm.LayersTransformation(cur_layer_index, DownArrowPortal.GetComponent <LayerSwitch>().CurLayerIndex, DownArrowPortal.transform.position); Debug.Log("from layer " + cur_layer_index + " to " + DownArrowPortal.GetComponent <LayerSwitch>().CurLayerIndex); } }