public static Vector2 ToVector2(this CharacterLookDirection lookDirection) { switch (lookDirection) { case CharacterLookDirection.Left: return(Vector2.left); case CharacterLookDirection.Right: return(Vector2.right); default: return(Vector2.zero); } }
public virtual void SetLookDirection(CharacterLookDirection lookDirection) { if (!controlLook) { return; } switch (lookDirection) { case CharacterLookDirection.Center: lookTarget.transform.position = transform.position; break; case CharacterLookDirection.Left: lookTarget.transform.position = transform.position - new Vector3(10, 0); break; case CharacterLookDirection.Right: lookTarget.transform.position = transform.position + new Vector3(10, 0); break; } }
public override void OverwriteFromActor(ICharacterActor actor) { base.OverwriteFromActor(actor); lookDirection = actor.LookDirection; }
public UniTask ChangeLookDirectionAsync(CharacterLookDirection lookDirection, float duration, EasingType easingType = default, CancellationToken cancellationToken = default) => UniTask.CompletedTask;
public void InvokeLookDirectionChangedEvent(CharacterLookDirection value) { OnLookDirectionChanged?.Invoke(value); onLookDirectionChanged?.Invoke(value); }
public void NotifyLookDirectionChanged(CharacterLookDirection value) { OnLookDirectionChanged?.Invoke(value); onLookDirectionChanged?.Invoke(value); }