public void FixedUpdate() { DebugDisplay.PrintLine($"Rise: {PlayerConstants.JUMP_RISE_GRAVITY}"); DebugDisplay.PrintLine($"Fall: {PlayerConstants.FREE_FALL_GRAVITY}"); // Many states use collision status(eg: are we touching the ground?) // to decide if they should change to a different state. // We need to update this information before Motor.UpdateCollisionStatus(); // Run state logic that needs to be done early. // Usually, this is where state transitions happen. _currentState.EarlyFixedUpdate(); // Run the current state's main logic. // Note that CurrentState may have been changed by EarlyFixedUpdate() _currentState.FixedUpdate(); // Tell the motor to move at its current velocity. Motor.Move(); // Display debugging metrics DebugDisplay.PrintLine("HSpeed: " + HSpeed); DebugDisplay.PrintLine("VSpeed: " + Motor.RelativeVSpeed); DebugDisplay.PrintLine("HAngleDeg: " + HAngleDeg); DebugDisplay.PrintLine("Double jump armed: " + DoubleJumpArmed); DebugDisplay.PrintLine("In double jump window: " + IsInDoubleJumpWindow()); DebugDisplay.PrintLine("Jump height: " + (_debugJumpMaxY - LastJumpStartPos.y)); }
void Update() { DebugDisplay.PrintLine(_input.RightStick.ToString()); // Adjust the angles with the right stick Vector3 rightStick = _input.RightStick; if (INVERT_HORIZONTAL) { rightStick.x *= -1; } if (INVERT_VERTICAL) { rightStick.y *= -1; } _hAngleDeg += rightStick.x * MAX_ROTSPEED_DEG * Time.deltaTime; _vAngleDeg += rightStick.y * MAX_ROTSPEED_DEG * Time.deltaTime; if (_vAngleDeg > MAX_VANGLE_DEG) { _vAngleDeg = MAX_VANGLE_DEG; } if (_vAngleDeg < MIN_VANGLE_DEG) { _vAngleDeg = MIN_VANGLE_DEG; } // Calculate the where the position would be (if we didn't zoom) Vector3 dir = SphericalToCartesian(_hAngleDeg, _vAngleDeg, 1); Vector3 pos = _target.position + (dir * ORBIT_RADIUS); // Zoom in if the view is obstructed float targetZoomDistance = GetZoomDistance( pos, _target.position, _target.position + (Vector3.up * PlayerConstants.BODY_HEIGHT) ); float zoomSpeed = targetZoomDistance < _zoomDistance ? ZOOM_IN_SPEED : ZOOM_OUT_SPEED; _zoomDistance = Mathf.MoveTowards( _zoomDistance, targetZoomDistance, zoomSpeed * Time.deltaTime ); pos = _target.position + (_zoomDistance * dir); // Jump to the position and look at the thing transform.position = pos; transform.LookAt(_target); }
void Update() { DebugDisplay.PrintLine("Delta time: " + (Time.time / Time.frameCount)); DebugDisplay.PrintLine("Animation speed: " + _animator.speed); _model.rotation = TweenUtils.DecayTowards( _model.rotation, GetTargetRot(), TWEEN_HALF_LIFE, Time.deltaTime ); UpdateBones(); }
public void Update() { if (Input.JumpPressed) { LastJumpButtonPressTime = Time.time; } if (Input.AttackPressed) { LastAttackButtonPressTime = Time.time; } // Let the animator know our rotation Anim.HAngleDeg = HAngleDeg; // DEV CHEAT: slow down time with a button DebugDisplay.PrintLine("CheatSlowTime: " + UnityEngine.Input.GetAxisRaw("CheatSlowTime")); Time.timeScale = Input.CheatSlowTimeHeld ? 0.25f : 1; }