void RecordFrames() { // For each object being recorded, save current position and rotation in list for (int i = 0; i < objectToRecord.Length; i++) { transformsList[i].positionsList.Add(objectToRecord[i].transform.position); transformsList[i].rotationsList.Add(objectToRecord[i].transform.rotation); } // For each key being recorded, save current key and bool in list for (int j = 0; j < keysToRecord.Length; j++) { keyInputList[j].isDownList.Add(IM.GetKey(keysToRecord[j])); } }
void UpdateMovement_Position() { // Horizontal if (IM.GetKey(KeyCode.D) || IM.GetKey(KeyCode.RightArrow)) // Right Input { rb.position = new Vector3(rb.position.x + positionSpeed, rb.position.y, rb.position.z); } else if (IM.GetKey(KeyCode.A) || IM.GetKey(KeyCode.LeftArrow)) // Left Input { rb.position = new Vector3(rb.position.x - positionSpeed, rb.position.y, rb.position.z); } // Vertical if (IM.GetKey(KeyCode.W) || IM.GetKey(KeyCode.UpArrow)) // Forward Input { rb.position = new Vector3(rb.position.x, rb.position.y, rb.position.z + positionSpeed); } else if (IM.GetKey(KeyCode.S) || IM.GetKey(KeyCode.DownArrow)) // Back Input { rb.position = new Vector3(rb.position.x, rb.position.y, rb.position.z - positionSpeed); } }