void Update() { // Update on water check onExteriorWaterMethod = GetOnExteriorWaterMethod(); heightChanger.DecideHeightAction(); // Do nothing if player levitating - replacement motor will take over movement. // Don't return here for swimming because player should still be able to crouch when swimming. if (levitateMotor && levitateMotor.IsLevitating) { return; } speedChanger.CaptureInputSpeedAdjustment(); UpdateSmoothFollower(); }
void Update() { // Do nothing if player levitating - replacement motor will take over movement. // Don't return here for swimming because player should still be able to crouch when swimming. if (levitateMotor && levitateMotor.IsLevitating) { return; } speed = speedChanger.GetBaseSpeed(); speedChanger.HandleInputSpeedAdjustment(ref speed); if (playerEnterExit.IsPlayerSwimming) { speed = speedChanger.GetSwimSpeed(speed); } heightChanger.DecideHeightAction(); UpdateSmoothFollower(); }
void Update() { // Update on water check onExteriorWaterMethod = GetOnExteriorWaterMethod(); // Do nothing if player levitating - replacement motor will take over movement. // Don't return here for swimming because player should still be able to crouch when swimming. if (levitateMotor && levitateMotor.IsLevitating) { return; } speed = speedChanger.GetBaseSpeed(); speedChanger.HandleInputSpeedAdjustment(ref speed); if (playerEnterExit.IsPlayerSwimming && !GameManager.Instance.PlayerEntity.IsWaterWalking) { speed = speedChanger.GetSwimSpeed(speed); } heightChanger.DecideHeightAction(); UpdateSmoothFollower(); }