public void RecordFrame(Vector3 position, Vector3 velocity, PlayerController.State playerState, PlayerController.State previousPlayerState) { _history.Enqueue(new Frame(position, velocity, playerState, previousPlayerState)); if (_history.Count > MaxLength) { _history.Dequeue(); } }
public Frame(Vector3 _position, Vector3 _velocity, PlayerController.State _playerState, PlayerController.State _previousPlayerState) { Position = _position; Velocity = _velocity; PlayerState = _playerState; PreviousPlayerState = _previousPlayerState; }
void HandleOnWalkChange(PlayerController.State newState) { if (!RoomWithWalkingSFX(currentRoom)) { return; } if (currentPlayerMovement == PlayerController.State.Stoppped && currentPlayerMovement != newState) { WalkingSFX.mute = false; } else if (currentPlayerMovement != PlayerController.State.Stoppped && newState == PlayerController.State.Stoppped) { WalkingSFX.mute = true; } currentPlayerMovement = newState; }
public void SetState(PlayerController.State state) { this.state = state; }