void Update() { if (m_Parent == null) { Destroy(gameObject); return; } VisualUtils.SmoothMove(transform, m_Parent.transform, Time.deltaTime, ref m_SmoothedSpeed, k_MaxTurnRateDegreesSecond); }
void Update() { if (Parent == null) { // since we aren't in the transform hierarchy, we have to explicitly die when our parent dies. Destroy(gameObject); return; } VisualUtils.SmoothMove(transform, Parent.transform, Time.deltaTime, ref m_SmoothedSpeed, k_MaxRotSpeed); if (m_ClientVisualsAnimator) { // set Animator variables here float visibleSpeed = 0; if (m_NetState.NetworkLifeState.Value == LifeState.Alive) { visibleSpeed = m_NetState.VisualMovementSpeed.Value; } m_ClientVisualsAnimator.SetFloat("Speed", visibleSpeed); } m_ActionViz.Update(); }