protected void Move(float rotationSpeed, float translationSpeed, movementEffects currentMovementEffect) { float movementEffectSpeed = 1.0f; switch (m_movementEffect) { case movementEffects.none: movementEffectSpeed = 1.0f; break; case movementEffects.hindered: movementEffectSpeed = 0.50f; break; case movementEffects.sprint: movementEffectSpeed = 1.50f; break; } m_baseRigidBody.AddForce(transform.forward * m_baseTranslationSpeed * translationSpeed * movementEffectSpeed); //translate m_baseRigidBody.AddTorque(Vector3.up * m_baseRotationSpeed * rotationSpeed); //rotate }
private void Start() { m_baseRigidBody = GetComponent <Rigidbody>(); //retrieve the current object's rigidbody m_movementEffect = movementEffects.none; //start with no movement effects m_isGrounded = true; }