private void Update() { if (Time.timeScale == 0) { if (footsteps.isPlaying) { footsteps.Stop(); } return; } // Alcohol effects float alcohol = PlayerStats.alcohol; weaponCamera.BlockCount = 512.0f - (alcohol / PlayerStats.GetAlcoholLimit()) * 384.0f; tick += Time.deltaTime; if (tick > 0.25f) { tick -= 0.25f; if (PlayerStats.healTime > 0.0f) { PlayerStats.Heal(healPerTick); } PlayerStats.RemoveHealTime(0.25f); } // At one point I want to check the type of the ground and if the player is grounded. if (character.velocity.magnitude >= 1.0f && !footsteps.isPlaying) { footsteps.Play(); } else if (character.velocity.magnitude < 1.0f && footsteps.isPlaying) { footsteps.Stop(); } // I update the randomness here. FakeControls.Update(); FakeControls.SetRandomness(alcohol / PlayerStats.GetAlcoholLimit() * 0.5f); }
void Update() { if (Time.timeScale == 0) { return; } float horizontalRotation = FakeControls.GetMouseX(); transform.Rotate(0.0f, horizontalRotation * rotationSpeed, 0.0f); verticalRotation -= FakeControls.GetMouseY(); verticalRotation = Mathf.Clamp(verticalRotation, -verticalRotationLimit, verticalRotationLimit); Camera.main.transform.localRotation = Quaternion.Euler(verticalRotation * rotationSpeed, 0.0f, 0.0f); Vector3 movement = new Vector3(FakeControls.GetHorizontal(), 0.0f, FakeControls.GetVertical()); controller.Move(new Vector3(0.0f, -gravity * Time.deltaTime, 0.0f)); controller.Move(transform.TransformDirection(movement) * Time.deltaTime * speed); }
private void Update() { if (Time.timeScale == 0) { return; } float bobAmount = Mathf.Abs(FakeControls.GetVertical()) + Mathf.Abs(FakeControls.GetHorizontal()); bobAmount = Mathf.Clamp01(bobAmount); bobTimer += maxHeadBobSpeed * bobAmount; if (bobTimer > 2 * Mathf.PI) { bobTimer -= 2 * Mathf.PI; } if (bobAmount == 0) { if (bobTimer < -0.05f) { bobTimer += maxHeadBobSpeed * Time.deltaTime; } else if (bobTimer > 0.05f) { bobTimer -= maxHeadBobSpeed * Time.deltaTime; } else { bobTimer = 0.0f; } } Vector3 newPos = originalPos + Vector3.up * Mathf.Sin(bobTimer) * maxHeadOffset;; transform.localPosition = newPos; }