void Update() { Pattern.Invoke(controller, transform); /* * if (controller.isGrounded) { * * moveDirection.Set(MoveX.Value, MoveY.Value, MoveZ.Value); * * //moveDirection.Set(Input.GetAxis("Horizontal"), 0, Input.GetAxis(("Vertical"))); * * //moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); * rotDirection.Set( MoveX.Value, MoveY.Value, MoveZ.Value); * rotDirection.Set(Rotx.Value, Roty.Value, Rotz.Value); * transform.Rotate(rotDirection); * * moveDirection = transform.TransformDirection(moveDirection); * //moveDirection *= speed; * if (Input.GetButton("Jump")) * moveDirection.y = jumpSpeed.Value; * * } * moveDirection.y -= gravity.Value * Time.deltaTime; * controller.Move(moveDirection * Time.deltaTime); */ }
private void FixedUpdate() { if (enabled) { //_current = player.Current; _current.Invoke(_controller, transform); } }
void Update() { Pattern.Invoke(controller, transform); if (Input.GetButtonDown("Fire1") && ammoAmount.value > 0) { Fire(); } }
void Update() { Pattern.Invoke(controller, transform); if (transform.position.z != 0) { Vector3 pos = transform.position; pos.z = 0; transform.position = pos; } }
void Update() { if (controller.isGrounded) { //Car.enabled = !Car.enabled; Car.Invoke(controller, transform); } else { Airplane.Invoke(controller, transform); } }
private IEnumerator TurnAround() { ReachedDestination.value = false; enabled = false; angle = 180; _destination = target.transform.position; _destination.y = transform.position.y; _rotation = target.transform.rotation; _direction = _destination - transform.position; angle = Vector3.Angle(_direction, transform.forward); Automatic_Forward.MoveZ.value = SpeedFloat; while (angle >= 10) { _direction = _destination - transform.position; angle = Vector3.Angle(_direction, transform.forward); Debug.Log(angle); Automatic_Forward.RotY.value = RotationFloat; Automatic_Forward.Invoke(_controller, transform); yield return(new WaitForFixedUpdate()); } while (!ReachedDestination.value) { Automatic_Forward.RotY.value = 0; Automatic_Forward.Invoke(_controller, transform); yield return(new WaitForFixedUpdate()); } while (transform.rotation.y > _rotation.y) { _direction = _destination - transform.position; angle = Vector3.Angle(_direction, -transform.forward); Automatic_Forward.MoveZ.value = 0; Automatic_Forward.RotY.value = RotationFloat; Automatic_Forward.Invoke(_controller, transform); yield return(new WaitForFixedUpdate()); } print("Done"); Reach_Destination.Invoke(); enabled = true; }
void Update() { Pattern.Invoke(controller, transform); }
void Update() { MovePatterns.Invoke(controller, transform); }
void Update() { Current.Invoke(controller, transform); }