public virtual void FixedUpdate() { if (lookTarget == null) { lookTarget = posTarget.lookTarget; } CompensateForWalls(transform.position, posTarget.transform, player.position, out TargetPosition); transform.position = Vector3.Lerp(transform.position, TargetPosition, Time.fixedDeltaTime * dampPosSpeed); StatePatternController.SlerpForMe(transform, lookTarget.position, dampPosSpeed, Time.fixedDeltaTime); }
// Update is called once per frame void LateUpdate() { yrot += Input.GetAxis("CameraX") * Time.deltaTime * 20 * XSENSITIVITY * sensitivityModifier; xrot = Mathf.Clamp(Input.GetAxis("CameraY") * Time.deltaTime * 20 * YSENSITIVITY * sensitivityModifier + xrot, -90, 90); lookPos = Vector3.Lerp(maxZ.position, minZ.position, (xrot + 90) / 180); StatePatternController.SlerpForMe(transform, new Vector3(lookPos.x, Mathf.Clamp(lookPos.y, yMin, yMax), lookPos.z), dampSpeed, Time.deltaTime); transform.eulerAngles = new Vector3(transform.eulerAngles.x, yrot * horizontalSpeed, transform.eulerAngles.z); //transform.Rotate(new Vector3(0, yrot*Time.deltaTime, 0)); //var rotation = Quaternion.LookRotation(target - looker.position); //looker.transform.rotation = Quaternion.Slerp(looker.transform.rotation, rotation, Time.deltaTime * damping); }
public State_Grounded(StatePatternController controller) { player = controller; }
public State_Run(StatePatternController controller) { player = controller; }
public State_Casual(StatePatternController controller) { player = controller; }
public State_Combat(StatePatternController controller) { player = controller; }
public State_Interaction(StatePatternController controller) { player = controller; }