void Update() { transform.position = Vector3.MoveTowards(transform.position, transform.position + Vector3.forward, playerSpeed); if (inputX.IsInput()) { isGameStarted = true; GeneralInput gInput = inputX.GetInput(0); if (gInput.phase == IPhase.Began || gInput.phase == IPhase.Stationary || gInput.phase == IPhase.Ended || gInput.phase == IPhase.Canceled) { touchStartPos = gInput.currentPosition; } else { Vector2 touchAlpha = gInput.currentPosition - touchStartPos; if (touchAlpha.x > 1f && !moveHandsToRight) { moveHandsToRight = true; moveHandsToLeft = false; } else if (touchAlpha.x < -1f && !moveHandsToLeft) { moveHandsToLeft = true; moveHandsToRight = false; } } } }
void Update() { if(inputX.IsInput()) { GeneralInput gInput = inputX.GetInput(0); if(gInput.phase == IPhase.Began) { isTouchEnded = false; StartCoroutine(Fire()); touchStartPos = gInput.currentPosition; } else if(gInput.phase == IPhase.Ended) { isTouchEnded = true; if(routeFollower!=null) StopCoroutine(routeFollower); //Corountine inputla beraber bitmediginden burada durduruluyor. yukarda alinan input corountine sokuluyor ama sonradan editlenmiyor. coroutineAllowed = true; touchDeltaX = 0; } else {