private void FixedUpdate() { if (state_ == State.DYING) { return; } float movementSpeed = movementVector.magnitude; float movementAngle = Vector2.SignedAngle(new Vector2(movementVector.x, movementVector.y), new Vector2(transform.forward.x, transform.forward.z)); Debug.DrawLine(transform.position, transform.position + (Vector3)movementVector * 10); carMovement.Movement(movementAngle, movementSpeed); }
private void FixedUpdate() { if (state_ == State.DYING) { return; } if (movementVector != Vector2.zero) { movementSpeed = movementVector.magnitude; movementAngle = Vector2.SignedAngle(new Vector2(movementVector.x, movementVector.y), new Vector2(transform.forward.x, transform.forward.z)); } carMovement.Movement(movementAngle, movementSpeed); }
// Update is called once per frame void FixedUpdate() { if (GameManager.Instance.CurrentState == GameManager.GameState.GAME) { float rotationInput = Input.GetAxis("Horizontal"); float speedInput = Input.GetAxis("Vertical"); if (nbCarShake > 0) { carShakeTimer += Time.deltaTime * currentCarFrequencyGain; transform.Rotate(Vector3.forward, Mathf.Sin(carShakeTimer) * currentCarAmplitudeGain); } else { transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0); carMovement.Movement(rotationInput, speedInput); } gameUiManager.DisplaySpeed(carMovement.CurrentSpeed / carMovement.MaxSpeed); gameUiManager.DisplayLife(maxLife, Mathf.Abs(currentLife)); } }