private void Update() { JoystickAdaptor.Update(); switch (State) { case ChuteState.Skydive: transform.rotation = Quaternion.Slerp(transform.rotation, m_TargetRotate, 0.03f); float forward = SkyDirveAnimatorControl(); if (OnSkyDirveEvent != null) { OnSkyDirveEvent(forward); } break; case ChuteState.Deployed: DeployedAnimatorControl(); break; } if (OnUpdate != null) { OnUpdate(TerrainAltitude, m_ObjectToMove.GetPosition().y, Velocity.y); } }
private void Update() { JoystickAdaptor.Update(); switch (State) { case ChuteState.Skydive: SkyDirveAnimatorControl(); break; case ChuteState.Deployed: DeployedAnimatorControl(); break; } if (m_ShadowPosition != Vector3.zero) { UpdateShadow(); } }