private void OnPlayerMoveAction(ExPlayerMoveAction e) { // Set position transform.position = e.position; Vector3 moveDirection = e.moveDirection; // clear sequence and add new one, time warp to catup on // our game MoveSeq.ClearSequence(); MoveSequenceCall(moveDirection); MoveSeq.TimeWarpFrom(e.time); }
public void FireBullet(double time, FFVector3 position) { // Fire transform.position = position; moveSequence = action.Sequence(); moveSequence.TimeWarpFrom(time); FireSequenceCall(); // Death deathSequence = action.Sequence(); deathSequence.Delay(TimeToLive); deathSequence.Sync(); deathSequence.Call(DestroyBullet); }
public void FireBullet(double time, FFVector3 position) { // Fire transform.position = position; moveSequence = action.Sequence(); moveSequence.TimeWarpFrom(time); FireSequenceCall(); // Death deathSequence = action.Sequence(); deathSequence.Delay(TimeToLive); deathSequence.Sync(); deathSequence.Call(DestroyBullet); }