protected override void ProcessHandling(MovementSystem movementSystem) { Vector3 transformPosition = transform.position; float positionX = 0; if (_rightBound > transformPosition.x && !_rightScreenBoundFlag) { positionX = Time.deltaTime * -1; float bound = _rightBound - 2; if (bound < transformPosition.x) { _rightScreenBoundFlag = true; } } else if (_leftBound < transformPosition.x && _rightScreenBoundFlag) { positionX = Time.deltaTime; float bound = _leftBound + 2; if (bound > transformPosition.x) { _rightScreenBoundFlag = false; } } if (GameAreaHelper.RestrictLateralMovement(ref transformPosition, positionX, _bounds, _camera)) { movementSystem.LateralMovement(positionX); } else { transform.position = transformPosition; } }
protected override void ProcessHandling(MovementSystem movementSystem) { Vector3 transformPosition = transform.position; float positionX = 0; if (_playerPositionX < transformPosition.x) { positionX = Time.deltaTime; } else { positionX = Time.deltaTime * -1; } if (GameAreaHelper.RestrictLateralMovement(ref transformPosition, positionX, _representation.bounds, Camera.main)) { movementSystem.LateralMovement(positionX); } else { transform.position = transformPosition; } if (!_find) { return; } StartCoroutine(FindPlayerPosition()); }
protected override void ProcessHandling(MovementSystem movementSystem) { if (_userControl == null) { return; } float positionX = _userControl.X * Time.deltaTime; Vector3 transformPosition = transform.position; if (GameAreaHelper.RestrictLateralMovement(ref transformPosition, positionX, _representation.bounds, Camera.main)) { movementSystem.LateralMovement(positionX); } else { transform.position = transformPosition; } }