// Update is called once per frame private void Update() { // Check if the camera is not in the provided range of an object. if (_introMove && _movementHelper.IsNotInRange(ParentObject.gameObject.transform.position, 1f)) { // If not, move the camera to that object. _movementHelper.Move(_rigidbody, ParentObject.gameObject.transform.position, 10f); return; } if (_introMove) { // The camera is close enough and the intro should end. FinishIntro(); } // Player object no longer exists, maybe it got killed. // Just return instead. if (ParentObject == null) { return; } // Set the camera position to be above the parent's position. transform.position = new Vector3(ParentObject.transform.position.x, transform.localPosition.y, ParentObject.transform.position.z); }
public bool TryJumpInDirection(Direction d) { if (CanJumpInDirection(d)) { CurrentPoint = MovementHelper.Move(CurrentPoint, d, Size); return(true); } return(false); }
public void JumpInDirection(Direction d) { if (CanJumpInDirection(d)) { CurrentPoint = MovementHelper.Move(CurrentPoint, d, Size); } else { throw new ArgumentException("Cannot Jump in that direction."); } }
public void JumpToPoint(MazePoint p) { CurrentPoint = MovementHelper.Move(CurrentPoint, p, Size); }