void FixedUpdate() { if (Vehicle) { _input.ApplyInput(); } }
private void Predict() { foreach (var playerAction in _inputManager.Inputs()) { PlayerInput.ApplyInput(gameObject, playerAction); } }
// Update is called once per frame private void FixedUpdate() { lock (_inputManager) { foreach (var playerAction in _inputManager.Inputs()) { if (!ServerGameManager.Instance.IsPlayerDead(GetComponent <OtherPlayer>().id)) { _lastAppliedInput = PlayerInput.ApplyInput(gameObject, playerAction); } } _inputManager.EmptyAll(_lastAppliedInput); LastState = new PlayerPosition(Time.time, transform.position, _lastAppliedInput, GetComponent <Health> ().GetCurrentHealth()); } }