public void Execute(float deltaTime) { _shipMove.Rotation(_playerInput.GetRotation()); _shipMove.Move(_playerInput.GetMovement(), Time.deltaTime); if (_playerInput.GetAcelleration() && !_shipMove.isAccellerated) { _shipMove.AddAcceleration(); } else if (!_playerInput.GetAcelleration() && _shipMove.isAccellerated) { _shipMove.RemoveAcceleration(); } }
// Update is called once per frame void Update() { //Store player input, defaults to 0.0f to lock out controls if needed float hardBank = 0.0f; float horizontal = 0.0f; float vertical = 0.0f; //Get Bank, X and Y input hardBank = Input.GetAxis("HardBank"); horizontal = Input.GetAxis("Horizontal"); vertical = Input.GetAxis("Vertical"); //Execute movement move.Move(!roll.IsRolling, horizontal, vertical, hardBank); //Execute rotation rotate.Rotate(vertical, horizontal, move.invert); //Execute banking bank.Bank(hardBank, horizontal, wings[0].wingDestroyed, wings[1].wingDestroyed, roll.IsRolling); //Execute forward boosting/braking boost.Boost(Input.GetAxis("BoostAndBrake")); boost.Brake(Input.GetAxis("BoostAndBrake")); //Execute rolling roll.Roll(Input.GetAxis("Roll")); //Execute camera banking cameraBank.Bank(hardBank, horizontal); //Execute camera panning cameraPan.Pan(transform.localPosition.x, transform.localPosition.y); }