Exemplo n.º 1
0
 public void RecordFrame(Vector3 position, Vector3 velocity,
                         PlayerController.State playerState, PlayerController.State previousPlayerState)
 {
     _history.Enqueue(new Frame(position, velocity, playerState, previousPlayerState));
     if (_history.Count > MaxLength)
     {
         _history.Dequeue();
     }
 }
Exemplo n.º 2
0
 public Frame(Vector3 _position, Vector3 _velocity,
              PlayerController.State _playerState,
              PlayerController.State _previousPlayerState)
 {
     Position            = _position;
     Velocity            = _velocity;
     PlayerState         = _playerState;
     PreviousPlayerState = _previousPlayerState;
 }
Exemplo n.º 3
0
    void HandleOnWalkChange(PlayerController.State newState)
    {
        if (!RoomWithWalkingSFX(currentRoom)) {
            return;
        }

        if (currentPlayerMovement == PlayerController.State.Stoppped &&
            currentPlayerMovement != newState) {
            WalkingSFX.mute = false;
        } else if (currentPlayerMovement != PlayerController.State.Stoppped &&
                   newState == PlayerController.State.Stoppped) {
            WalkingSFX.mute = true;
        }

        currentPlayerMovement = newState;
    }
Exemplo n.º 4
0
    void HandleOnWalkChange(PlayerController.State newState)
    {
        if (!RoomWithWalkingSFX(currentRoom))
        {
            return;
        }

        if (currentPlayerMovement == PlayerController.State.Stoppped &&
            currentPlayerMovement != newState)
        {
            WalkingSFX.mute = false;
        }
        else if (currentPlayerMovement != PlayerController.State.Stoppped &&
                 newState == PlayerController.State.Stoppped)
        {
            WalkingSFX.mute = true;
        }

        currentPlayerMovement = newState;
    }
Exemplo n.º 5
0
 public void SetState(PlayerController.State state)
 {
     this.state = state;
 }