// Update is called once per frame void Update() { if (Input.GetKeyDown("r") && sm.canRandomize) { delayTime = sm.delayTime; cdr = sm.cdr; RandomizeCursorPos(); } float ax = Input.GetAxis("Mouse X"); float ay = Input.GetAxis("Mouse Y"); Vector3 direction = new Vector3(ax, ay, 0) * 0.5f; if (!sm.isDelay) { StartCoroutine(UserCursorFunc.DelayCursor(delayTime, () => { UserCursorFunc.MoveCursor(gameObject, direction, cdr); })); } else { UserCursorFunc.MoveCursor(gameObject, direction, cdr); } }
// Update is called once per frame void Update() { if (sm.isStartSession) { ax = Input.GetAxis("Mouse X"); ay = Input.GetAxis("Mouse Y"); Vector3 direction = new Vector3(ax, ay, 0) * 0.5f; if (sm.isDelay) { StartCoroutine(UserCursorFunc.DelayCursor(sm.delayTime, () => { UserCursorFunc.MoveCursor(gameObject, direction, sm.cdr); })); } else { UserCursorFunc.MoveCursor(gameObject, direction, sm.cdr); } sm.absPosStock.Add(new Vector2(gameObject.transform.position.x, gameObject.transform.position.y)); sm.relPosStock.Add(new Vector2(gameObject.transform.position.x - px, gameObject.transform.position.y - py)); px = gameObject.transform.position.x; py = gameObject.transform.position.y; if (gameObject.transform.position.y >= 4.6f && sm.isStartStudy) { FinishSession(); } } }