void Update() { //state.Clear(); state.Insert(InputControl.Context, IsPushingContext()); state.Insert(InputControl.Jump, IsJumping()); state.Insert(InputControl.Horizontal, IsHorizontalTilted()); state.Insert(InputControl.Vertical, IsVerticalTilted()); }
void Update() { //state.Clear(); state.Insert(InputControl.Context, IsPushingContext()); state.Insert(InputControl.Jump, IsJumping()); state.Insert(InputControl.Horizontal, IsHorizontalPressed()); state.Insert(InputControl.Vertical, IsVerticalPressed()); lookOrigin = Camera.main.WorldToScreenPoint(eyeCenter.position); }
IEnumerator AlternateMovementsCoroutine() { while (!eyesOnly) //Set before starting //Duck { verticalAxisDegree = -1f; state.Insert(InputControl.Vertical, true); while (curTime < timePerPhase) { curTime += Time.deltaTime; yield return(null); } Reset(); yield return(new WaitForSeconds(timePerPhase)); //Walk left state.Insert(InputControl.Horizontal, true); while (curTime < timePerPhase) { horizontalAxisDegree -= Time.deltaTime; horizontalAxisDegree = horizontalAxisDegree < -1f ? -1f : horizontalAxisDegree; curTime += Time.deltaTime; yield return(null); } Reset(); yield return(new WaitForSeconds(timePerPhase)); //Walk right state.Insert(InputControl.Horizontal, true); while (curTime < timePerPhase + rightSideBias) { horizontalAxisDegree += Time.deltaTime; horizontalAxisDegree = horizontalAxisDegree > 1f ? 1f : horizontalAxisDegree; curTime += Time.deltaTime; yield return(null); } Reset(); yield return(new WaitForSeconds(timePerPhase)); // Jump state.Insert(InputControl.Jump, true); while (curTime < timePerPhase) { curTime += Time.deltaTime; yield return(null); } yield return(new WaitForSeconds(timePerPhase)); Reset(); } }