private float ReturnDeltaMovement() { var movementAxis = new Vector2(_characterInput.MovementHorizontal(), _characterInput.MovementVertical()); float delta = (movementAxis - _previousMovmementAxis).magnitude; _previousMovmementAxis = movementAxis; return(delta); }
private void CalculateCharacterDesiredVector() { _movementInput = new Vector3(_characterInput.MovementHorizontal(), 0, _characterInput.MovementVertical()); DesiredCharacterVectorForward = Quaternion.Euler(0, _viewTransform.eulerAngles.y, 0) * _movementInput; }