private void HandleSteerAndFalling()
    {
        Vector3 moveVel = Vector3.zero;

        if (Input.GetKey(KeyCode.RightArrow))
        {
            moveVel += m_Player.GetSteerRightMovementStep();
            m_Player.FaceRightDirection();
        }
        else if (Input.GetKey(KeyCode.LeftArrow))
        {
            moveVel += m_Player.GetSteerLeftMovementStep();
            m_Player.FaceLeftDirection();
        }
        else
        {
            m_Player.InitSteerMovement();
        }

        //Add fall movement to the steer movement
        moveVel += m_Player.GetFallMovementStep();
        m_Player.transform.localPosition += moveVel * Time.deltaTime;

        Vector3 pos = m_Player.transform.position;

        m_FallingCamera.ClampPositionToScreen(ref pos);
        m_Player.transform.position = pos;

        m_Player.ResolveCollisions();
    }
Exemplo n.º 2
0
    private void HandleFallMovement()
    {
        Vector3 moveVel = Vector3.zero;

        //We fall in this state too. Let's do the movement first...
        moveVel += m_Player.GetFallMovementStep();
        m_Player.transform.localPosition += moveVel * Time.deltaTime;

        Vector3 pos = m_Player.transform.position;

        m_FallingCamera.ClampPositionToScreen(ref pos);
        m_Player.transform.position = pos;
    }