private void FixedUpdate() { if (Player.State.IsOff(Player.States.Falling)) { MovementScheme?.Update(transform); } float friction = 0.9f; Vector3 vel = GetComponent <Rigidbody>().velocity; vel.Set(vel.x * friction, vel.y, vel.z * friction); GetComponent <Rigidbody>().velocity = vel; }
public void ChangeControlScheme(MovementScheme scheme) { if (scheme != Scheme) { ChangedControlSchemeEvent?.Invoke(); if (Scheme == MovementScheme.Artillery) { TargetPositioner.UseMouse = false; } else { TargetPositioner.UseMouse = true; } } }