public void InvertDirection(Vector3 dir) { dirCura = dir * speedTurnOnWall; UnityMovement.MoveByForcePushing_WithPhysics(rb, dirCura, speedPlayer * GetOnlyForward() * speedMoveOnWall * Time.deltaTime); //dirCura = Quaternion.Euler(dir) * dirCura; //print(dirCura); //dirCura = new Vector3(-dirCura.x, -dirCura.y, 0); }
/// <summary> /// move in physics, according to input of player /// </summary> private void MovePlayer() { //if (hasMoved) //{ UnityMovement.MoveByForcePushing_WithPhysics(rb, rb.transform.forward, speedPlayer * GetOnlyForward() * Time.deltaTime); rb.transform.rotation = ExtQuaternion.DirObject(rb.transform.rotation, dirCura, rotationSpeed, ExtQuaternion.TurnType.Y); //} }
/// <summary> /// move in physics, according to input of player /// </summary> private void MovePlayer() { if (hasMoved) { if (!firstMove) { firstMove = true; EventManager.TriggerEvent(GameData.Event.PlayerMove); } Vector3 dirPlayer = new Vector3(horiz, 0, verti); UnityMovement.MoveByForcePushing_WithPhysics(rb, dirPlayer, speedPlayer); } }
public void Move(Vector3 dir, float factorSpeed = 1) { //Debug.Log("move !"); UnityMovement.MoveByForcePushing_WithPhysics(pc.rb, dir, speed * factorSpeed * speedMultiplyer * Time.deltaTime); }