private void Awake()
            {
#if DEBUG
                Debug.Assert(m_instance == null, "The InputController may only exist once.");
#endif
                m_instance = this;

                m_currentInputFrame = new common.data.InputFrame();

                m_controls = new PlayerControls();

                m_controls.Gameplay.Move.performed += context => MoveCharacter(context.ReadValue <Vector2>());
                m_controls.Gameplay.Move.canceled  += context => MoveCharacter(Vector2.zero);

                m_controls.Gameplay.Sprint.performed += context => SetSprinting(true);
                m_controls.Gameplay.Sprint.canceled  += context => SetSprinting(false);
            }
 /// <summary>
 /// Stores the client state in local storage and updates it.
 /// </summary>
 /// <param name="state">State to store and update</param>
 /// <param name="input">Input used to step state simulation</param>
 /// <param name="deltaTime"></param>
 public abstract void SetStateAndStep(ref ClientState state, common.data.InputFrame input, float deltaTime);
Beispiel #3
0
 static public void Execute(ref Rigidbody2D rigidbody, gameplay.PlayerStats stats, common.data.InputFrame input, float deltaTime)
 {
     rigidbody.velocity = input.Movement.Value * stats.WalkingVelocity.Value * (input.Sprinting.Value ? stats.RunningMultiplier.Value : 1f);
 }