private void Update()
    {
        float horizontal = 0;   //Used to store the horizontal move direction.
        float vertical   = 0;   //Used to store the vertical move direction.

        horizontal = Input.GetAxisRaw("Horizontal2");
        vertical   = Input.GetAxisRaw("Vertical2");

        MovingVector = new Vector2(horizontal, vertical);
        moving       = horizontal != 0 || vertical != 0;

        if (moving)
        {
            movingModule.AttemptMove(horizontal, vertical);
        }

        foreach (var item in itemsCollided)
        {
            item.AskActivation();
        }
    }
Esempio n. 2
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    private void Update()
    {
        float horizontal  = 0;          //Used to store the horizontal move direction.
        float vertical    = 0;          //Used to store the vertical move direction.
        float energyRatio = 0;

        horizontal = Input.GetAxisRaw("Horizontal");
        vertical   = Input.GetAxisRaw("Vertical");

        MovingVector = new Vector2(horizontal, vertical);
        moving       = horizontal != 0 || vertical != 0;

        if (moving)
        {
            energyRatio = Vector3.Distance(movingModule.AttemptMove(horizontal, vertical), new Vector3());
        }

        UpdateDisturbed();
        UpdateEnergy(energyRatio);

        var dt = (Time.time - roundStart) / regularTime;

        gameAccelerationCoef = dt < 1.0f ? 1.0f : 1.0f + Mathf.Pow(dt - 1, 2);
    }