void Rewind() { Vector2 scrollAmount = Input.mouseScrollDelta; float rewindAmount = scrollAmount.y * scrollFactor; //print (rewindAmount); overseer.AdjustTime(rewindAmount); }
//-------------------------------------- // The functionality for player-input rewinding //-------------------------------------- //OLD VERSION. Gotta clean it up. void Rewinder() { if (currentTarget == null || !currentTarget.IsRewinding()) { return; } Vector2 scrollAmount = Input.mouseScrollDelta; float rewindAmount = scrollAmount.y * scrollFactor; scrollBuffer += rewindAmount; if (scrollBuffer == 0) { return; } else if (scrollBuffer < 0) { rewindAmount = Mathf.Max(scrollBuffer, -maxScrollPerUpdate); } else if (scrollBuffer > 0) { rewindAmount = Mathf.Min(scrollBuffer, maxScrollPerUpdate); } scrollBuffer -= rewindAmount; scrollBuffer = Mathf.Clamp(scrollBuffer, -maxBuffer, maxBuffer); currentTarget.AdjustTime(rewindAmount); }