Exemplo n.º 1
0
    public void TurnOffGuntime()
    {
        player.GetComponent <Rigidbody>().useGravity = true;
        player.animator.speed /= GUNTIME_SLOWDOWN_FACTOR;

        // Magic Numbers Ahead...
        if (player.data.maxSpeed == player.data.groundSpeed)
        {
            player.data.groundSpeed /= GUNTIME_SLOWDOWN_FACTOR;
            player.data.maxSpeed     = player.data.groundSpeed;
            player.data.airSpeed    /= GUNTIME_SLOWDOWN_FACTOR;
        }
        else if (player.data.maxSpeed == player.data.airSpeed)
        {
            player.data.airSpeed    /= GUNTIME_SLOWDOWN_FACTOR;
            player.data.maxSpeed     = player.data.airSpeed;
            player.data.groundSpeed /= GUNTIME_SLOWDOWN_FACTOR;
        }
        player.data.jumpDistance /= GUNTIME_SLOWDOWN_FACTOR;

        Time.timeScale      = 1f;
        Time.fixedDeltaTime = 0.016f * Time.timeScale;

        inGuntime = false;
        OnInGuntimeChanged?.Invoke();
    }
Exemplo n.º 2
0
    public void ToggleGuntime(InputAction.CallbackContext context)
    {
        inGuntime = !inGuntime;
        OnInGuntimeChanged?.Invoke();

        if (inGuntime)
        {
            // Magic Numbers Ahead...
            Time.timeScale      = 0.5f;
            Time.fixedDeltaTime = 0.016f * Time.timeScale;

            player.GetComponent <Rigidbody>().useGravity = false;

            player.animator.speed *= GUNTIME_SLOWDOWN_FACTOR;

            if (player.data.maxSpeed == player.data.groundSpeed)
            {
                player.data.groundSpeed *= GUNTIME_SLOWDOWN_FACTOR;
                player.data.maxSpeed     = player.data.groundSpeed;
                player.data.airSpeed    *= GUNTIME_SLOWDOWN_FACTOR;
            }
            else if (player.data.maxSpeed == player.data.airSpeed)
            {
                player.data.airSpeed    *= GUNTIME_SLOWDOWN_FACTOR;
                player.data.maxSpeed     = player.data.airSpeed;
                player.data.groundSpeed *= GUNTIME_SLOWDOWN_FACTOR;
            }
            player.data.jumpDistance *= GUNTIME_SLOWDOWN_FACTOR;
        }
        else
        {
            TurnOffGuntime();
        }
    }