Пример #1
0
    public void Act()
    {
        // check for angle when implemented
        float      currentVelocity = c_playerData.f_currentSpeed;
        float      deceleration    = c_playerData.f_brakePower;
        float      slowScaling     = c_playerInputData.f_inputAxisLVert * -1;
        Vector3    currentPosition = c_playerData.v_currentPosition;
        Vector3    currentNormal   = c_playerData.v_currentNormal;
        Quaternion currentRotation = c_playerData.q_currentRotation;

        AccelerationCartridge.Decelerate(ref currentVelocity,
                                         deceleration * slowScaling);

        AccelerationCartridge.DecelerateFriction(ref currentVelocity,
                                                 0.1f,
                                                 currentRotation);

        VelocityCartridge.UpdatePositionTwo(ref currentPosition, ref currentRotation, ref currentVelocity);

        c_playerData.f_currentSpeed    = currentVelocity;
        c_playerData.v_currentPosition = currentPosition;
        c_playerData.v_currentNormal   = currentNormal.normalized;
        c_playerData.v_currentDown     = currentNormal.normalized * -1;
        c_playerData.q_currentRotation = currentRotation;
    }
Пример #2
0
    public void Act()
    {
        // check for angle when implemented
        float      currentVelocity      = c_playerData.f_currentSpeed;
        Vector3    currentPosition      = c_playerData.v_currentPosition;
        Quaternion currentRotation      = c_playerData.q_currentRotation;
        Quaternion currentModelRotation = c_playerPositionData.q_currentModelRotation;

        AccelerationCartridge.AccelerateGravity(ref currentVelocity,
                                                c_playerData.f_gravity,
                                                c_playerData.f_topSpeed,
                                                ref currentRotation,
                                                ref currentModelRotation);

        AccelerationCartridge.DecelerateFriction(ref currentVelocity,
                                                 0.1f,
                                                 currentRotation);

        VelocityCartridge.UpdatePositionTwo(ref currentPosition, ref currentRotation, ref currentVelocity);

        c_playerData.f_currentSpeed    = currentVelocity;
        c_playerData.v_currentPosition = currentPosition;
        c_playerData.q_currentRotation = currentRotation;
    }