private Vector2 GetVisionDirection() { if (charFacing == null) { return(Vector2.right); } return(charFacing.IsFacingRight() ? Vector2.right : Vector2.left); }
private void FixedUpdate() { // Controle do target da camera dependendo da direcao do sprite e da velocidade do jogador bool isFacingRight = playerFacing.IsFacingRight(); float targetOffsetX = isFacingRight ? cameraTargetOffsetX : -cameraTargetOffsetX; float currentOffsetX = Mathf.Lerp(cameraTarget.localPosition.x, targetOffsetX, Time.fixedDeltaTime * cameraTargetFlipSpeed); currentOffsetX += playerMovement.CurrentVelocity.x * Time.fixedDeltaTime * characterSpeedInfluence; cameraTarget.localPosition = new Vector3(currentOffsetX, cameraTarget.localPosition.y, cameraTarget.localPosition.z); // }