void FixedUpdate() { if (ball.isPlaying && isMoving) { ballMovement.Move(-move, -torque); } }
private void ProcessInput() { movement.Move(moveAxes.x, moveAxes.y); axis1.m_InputAxisValue = cameraAxes.y; axis2.Value = Quaternion.Lerp(Quaternion.Euler(0, axis2.Value, 0), Quaternion.Euler(0, cameraAxes.x * 2, 0), velocidadDeRotacion * Time.deltaTime).eulerAngles.y; axis1.Update(Time.deltaTime); if (jump) { movement.Jump(); } if (dash) { movement.Dash(); } if (special) { movement.Special(); } }