public void Read() { _shooting = UnityEngine.Input.GetKey(_shootKey) && _accumCooldown >= ShootingCooldownSeconds; if (_shooting) { _accumCooldown = 0f; } _currentInput = new Input(UnityEngine.Input.GetKey(_forwardKey), UnityEngine.Input.GetKey(_backwardsKey), UnityEngine.Input.GetKey(_leftKey), UnityEngine.Input.GetKey(_rightKey)); _inputsToSend[++_biggestInputIdQueuedToSend] = _currentInput; }
public PlayerInput(KeyCode forwardKey, KeyCode backwardsKey, KeyCode leftKey, KeyCode rightKey, KeyCode shootKey) { _forwardKey = forwardKey; _backwardsKey = backwardsKey; _leftKey = leftKey; _rightKey = rightKey; _shootKey = shootKey; _accumCooldown = 0f; _shooting = false; _currentInput = new Input(); _biggestInputIdQueuedToSend = -1; _inputsToSend = new SortedDictionary <int, Input>(); _shootsToSend = new SortedDictionary <int, Shoot>(); }