public void Act() { float currentTickTime = c_ctrlData.f_currentTickTime; cart_incr.Increment(ref currentTickTime, Time.deltaTime, c_ctrlData.f_maxTickTime); c_ctrlData.f_currentTickTime = currentTickTime; }
public void Act() { float chargeCap = c_playerData.f_jumpPower; float chargeValue = c_playerData.f_currentJumpCharge; float chargeDelta = c_playerData.f_jumpChargeRate; cart_increment.Increment(ref chargeValue, chargeDelta * Time.deltaTime, chargeCap); c_playerData.f_currentJumpCharge = chargeValue; Vector3 currentNormal = c_playerData.v_currentNormal; Quaternion currentRotation = c_playerData.q_currentRotation; Quaternion currentModelRotation = c_positionData.q_currentModelRotation; AngleCalculationCartridge.AlignToSurfaceByTail(c_collisionData.v_surfaceNormal, ref currentRotation, ref currentNormal, 1); AngleCalculationCartridge.AlignToSurfaceByTail(c_collisionData.v_surfaceNormal, ref currentModelRotation, ref currentNormal, 1); c_playerData.v_currentNormal = currentNormal; c_playerData.q_currentRotation = currentRotation; c_positionData.q_currentModelRotation = currentModelRotation; }
public void Act() { float trickTime = c_trickData.f_trickTime; cart_incr.Increment(ref trickTime, Time.fixedDeltaTime); c_trickData.f_trickTime = trickTime; }
public void Act() { int displayScore = data_score.i_displayScore; cart_incr.Increment(ref displayScore, 1); data_score.i_displayScore = displayScore; }
public void Act() { float currentTime = c_timerData.f_currentTime; cart_incr.Increment(ref currentTime, Time.deltaTime); c_timerData.f_currentTime = currentTime; }
public void Act() { float currentTickTime = c_activeData.f_currentMenuTickCount; cart_incr.Increment(ref currentTickTime, Time.deltaTime, c_activeData.f_currentMenuWaitCount); c_activeData.f_currentMenuTickCount = currentTickTime; }
public void Act() { float crashTimer = c_playerData.f_currentCrashTimer; float crashLimit = c_playerData.f_crashRecoveryTime; cart_timer.Increment(ref crashTimer, Time.deltaTime, crashLimit); c_playerData.f_currentCrashTimer = crashTimer; }
public void TransitionAct() { int currentValue = c_ctrlData.i; if (c_ctrlData.i_increasing > 0) { cart_incr.Increment(ref currentValue, Constants.ONE, c_ctrlData.i_max); } else if (c_ctrlData.i_increasing < 0) // we should never reach this line with == 0 but just in case... { cart_incr.Decrement(ref currentValue, Constants.ONE, c_ctrlData.i_min); } c_ctrlData.i = currentValue; c_ctrlData.f_currentTickTime = Constants.ZERO_F; }