FixedUpdate() public method

public FixedUpdate ( ) : void
return void
Beispiel #1
0
 /// <summary>
 ///
 /// </summary>
 protected virtual void UpdateSprings()
 {
     m_PositionSpring.FixedUpdate();
     m_PositionPivotSpring.FixedUpdate();
     m_RotationPivotSpring.FixedUpdate();
     m_PositionSpring2.FixedUpdate();
     m_RotationSpring.FixedUpdate();
     m_RotationSpring2.FixedUpdate();
 }
Beispiel #2
0
    /// <summary>
    ///
    /// </summary>
    protected virtual void UpdateSprings()
    {
        // NOTES:
        //	1) this version of the method should not be run for a 1st person weapon,
        //		only for multiplayer remote players and AI
        //	2) a 3rd person vp_Weapon is just an invisible, locigal entity,
        //		represented by its '3rdPersonWeapon' gameobject reference in the
        //		3d world. still, it's good to fix position and rotation so weapon does
        //		not recoil away into oblivion in 3rd person

        Transform.localPosition = Vector3.up;                   // middle of player
        Transform.localRotation = Quaternion.identity;          // aiming head-on

        // update recoil springs for additive position and rotation forces
        m_PositionSpring2.FixedUpdate();                // TODO: only in 1st person
        m_RotationSpring2.FixedUpdate();
    }
    ///////////////////////////////////////////////////////////
    //
    ///////////////////////////////////////////////////////////
    protected void FixedUpdate()
    {
        // zoom happens here for framerate independence
        if (m_FinalZoomTime > Time.time)
        {
            UpdateZoom();
        }

        // update fall impact, swaying, bobbing and earthquakes
        UpdateForces();

        m_PositionSpring.FixedUpdate();
        m_PositionPivotSpring.FixedUpdate();
        m_PositionSpring2.FixedUpdate();
        m_RotationSpring.FixedUpdate();
        m_RotationSpring2.FixedUpdate();

        // update camera and weapon shakes
        UpdateShakes();
    }
    ///////////////////////////////////////////////////////////
    //
    ///////////////////////////////////////////////////////////
    void FixedUpdate()
    {
        // zoom happens here for framerate independence
        if (m_FinalZoomTime > Time.time)
        {
            UpdateZoom();
        }

        // update fall impact, swaying, bobbing and earthquakes
        UpdateForces();

        m_PositionSpring.FixedUpdate();
        m_PositionSpring2.FixedUpdate();
        m_RotationSpring.FixedUpdate();

        // update camera and weapon shakes
        UpdateShakes();

        // prevent camera from going through objects
        DoCameraCollision();
    }