Esempio n. 1
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 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);
 }
Esempio n. 2
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 /// <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);
     //}
 }
Esempio n. 3
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 /// <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);
     }
 }
Esempio n. 4
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 public void Move(Vector3 dir, float factorSpeed = 1)
 {
     //Debug.Log("move !");
     UnityMovement.MoveByForcePushing_WithPhysics(pc.rb, dir, speed * factorSpeed * speedMultiplyer * Time.deltaTime);
 }