/// <summary> /// Moves player. /// </summary> protected void HandleMovement() { if (Input.GetButton("Forward")) { if (MoveTo(Direction.Forward)) { _didPlayerMoved = true; Dm.UpdateVisibleTiles(_currentI, _currentJ); } } else if (Input.GetButton("Backward")) { if (MoveTo(Direction.Backward)) { _didPlayerMoved = true; Dm.UpdateVisibleTiles(_currentI, _currentJ); } } else if (Input.GetButton("Strafe Right")) { if (MoveTo(Direction.Right)) { _didPlayerMoved = true; Dm.UpdateVisibleTiles(_currentI, _currentJ); } } else if (Input.GetButton("Strafe Left")) { if (MoveTo(Direction.Left)) { _didPlayerMoved = true; Dm.UpdateVisibleTiles(_currentI, _currentJ); } } }
/// <summary> /// Handles the Idle state. Awaiting for player input. /// </summary> protected void HandleIdleState() { if (Input.GetButtonDown("Right")) { Turn(true); } else if (Input.GetButtonDown("Left")) { Turn(false); } else if (Input.GetButton("Forward")) { if (MoveTo(Direction.Forward)) { State = PlayerState.Move; Dm.UpdateVisibleTiles(_currentI, _currentJ); } } else if (Input.GetButton("Backward")) { if (MoveTo(Direction.Backward)) { State = PlayerState.Move; Dm.UpdateVisibleTiles(_currentI, _currentJ); } } else if (Input.GetButton("Strafe Right")) { if (MoveTo(Direction.Right)) { State = PlayerState.Move; Dm.UpdateVisibleTiles(_currentI, _currentJ); } } else if (Input.GetButton("Strafe Left")) { if (MoveTo(Direction.Left)) { State = PlayerState.Move; Dm.UpdateVisibleTiles(_currentI, _currentJ); } } }
// Use this for initialization protected override void Start() { base.Start(); Dm.UpdateVisibleTiles(_currentI, _currentJ); _targetPosition = Tr.position; }