public void UpdatePlayerMovementsAndFeelings() { float dt = Time.deltaTime; currentMovements.TimeSinceLastTouchDown += dt; currentMovements.TimeSinceLastFeelingChange += dt; currentMovements.TimeSinceLastMouseMove += dt; currentMovements.timeBetweenDifferentQuadrants += dt; SetCurrentFeeling(currentMovements.CalculateCurrentFeeling(this, currentFeeling)); }