public ShootingCommand(EInputControls control) : base(control) { /* private Vector3 mouse_pos; * public Transform target; * private Vector3 object_pos; * private float angle; */ //mouseX = 0; //mouseY = 0; }
public void manipulateGravity(EInputControls manipulator, float manipulation) { if (!grvManipulatorsThisFrame.Keys.Contains(manipulator)) { grvManipulatorsThisFrame.Add(manipulator, manipulation); currentGravityScale += manipulation; playerCharacter.rigidBody.gravityScale = currentGravityScale; } }
public void counterGravityManipulation(EInputControls manipulator) { if (grvManipulatorsThisFrame.Keys.Contains(manipulator)) { // Counter the value currentGravityScale -= grvManipulatorsThisFrame[manipulator]; playerCharacter.rigidBody.gravityScale = currentGravityScale; // Remove it from manipulators grvManipulatorsThisFrame.Remove(manipulator); } }
private AbstractCommand(EInputControls control, bool keyHold, bool keyDown) { this.control = control; this.keyHold = keyHold; this.keyDown = keyDown; }
protected AbstractCommand(EInputControls control) : this(control, false, false) { }
// C# doesn't allow fully abstract constructors, constructor call to base class has to be made manually public MoveCommand(EInputControls control) : base(control) { }