// Use this for initialization void Start() { control = GetComponent <PlayerInput>(); inputHistory = new List <inputItem>(historyMax); inputItem i = new inputItem(); i.time = Time.time; i.dir = new Vector2(); for (int j = 0; j < 10; j++) { inputHistory.Insert(0, i); } Quads = new List <StickQuadrant>(); Quads.Add(StickQuadrant.Neutral); Quads.Add(StickQuadrant.Neutral); }
// Update is called once per frame void FixedUpdate() { #region history inputItem i = new inputItem(); i.dir = new Vector2(control.MoveHor, control.MoveVer); i.dir = StickFixer.fixStick(i.dir, AxisAdjust); i.time = Time.time; if (inputHistory.Count == historyMax) { inputHistory.RemoveAt(inputHistory.Count - 1); } //Debug.Log(i.dir); inputHistory.Insert(0, i); #endregion if (control.Jump > 0.55f || control.MoveVer > 0.55f) { JumpDown += 1; } else { JumpDown = 0; } if (control.MoveVer > 0.55f) { JumpTap += 1; } else { JumpTap = 0; } //print(JumpDown); if (control.Dash > 0.55f) { DashDown += 1; } else { DashDown = 0; } if (control.Attack) { AttackDown += 1; } else { AttackDown = 0; } if (control.FinisherSlash) { SlashDown += 1; } else { SlashDown = 0; } if (control.Dodge) { DodgeDown += 1; } else { DodgeDown = 0; } if (control.Shoot) { ShootDown += 1; } else { ShootDown = 0; } Quads.RemoveAt(1); Quads.Insert(0, AQuad); }