Пример #1
0
    public void Act()
    {
        float currentTickTime = c_ctrlData.f_currentTickTime;

        cart_incr.Increment(ref currentTickTime, Time.deltaTime, c_ctrlData.f_maxTickTime);
        c_ctrlData.f_currentTickTime = currentTickTime;
    }
Пример #2
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    public void Act()
    {
        float chargeCap   = c_playerData.f_jumpPower;
        float chargeValue = c_playerData.f_currentJumpCharge;
        float chargeDelta = c_playerData.f_jumpChargeRate;

        cart_increment.Increment(ref chargeValue, chargeDelta * Time.deltaTime, chargeCap);

        c_playerData.f_currentJumpCharge = chargeValue;

        Vector3    currentNormal        = c_playerData.v_currentNormal;
        Quaternion currentRotation      = c_playerData.q_currentRotation;
        Quaternion currentModelRotation = c_positionData.q_currentModelRotation;

        AngleCalculationCartridge.AlignToSurfaceByTail(c_collisionData.v_surfaceNormal,
                                                       ref currentRotation,
                                                       ref currentNormal,
                                                       1);
        AngleCalculationCartridge.AlignToSurfaceByTail(c_collisionData.v_surfaceNormal,
                                                       ref currentModelRotation,
                                                       ref currentNormal,
                                                       1);

        c_playerData.v_currentNormal          = currentNormal;
        c_playerData.q_currentRotation        = currentRotation;
        c_positionData.q_currentModelRotation = currentModelRotation;
    }
Пример #3
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    public void Act()
    {
        float trickTime = c_trickData.f_trickTime;

        cart_incr.Increment(ref trickTime, Time.fixedDeltaTime);

        c_trickData.f_trickTime = trickTime;
    }
Пример #4
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    public void Act()
    {
        int displayScore = data_score.i_displayScore;

        cart_incr.Increment(ref displayScore, 1);

        data_score.i_displayScore = displayScore;
    }
Пример #5
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    public void Act()
    {
        float currentTime = c_timerData.f_currentTime;

        cart_incr.Increment(ref currentTime, Time.deltaTime);

        c_timerData.f_currentTime = currentTime;
    }
Пример #6
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    public void Act()
    {
        float currentTickTime = c_activeData.f_currentMenuTickCount;

        cart_incr.Increment(ref currentTickTime, Time.deltaTime, c_activeData.f_currentMenuWaitCount);

        c_activeData.f_currentMenuTickCount = currentTickTime;
    }
Пример #7
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    public void Act()
    {
        float crashTimer = c_playerData.f_currentCrashTimer;
        float crashLimit = c_playerData.f_crashRecoveryTime;

        cart_timer.Increment(ref crashTimer, Time.deltaTime, crashLimit);

        c_playerData.f_currentCrashTimer = crashTimer;
    }
Пример #8
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    public void TransitionAct()
    {
        int currentValue = c_ctrlData.i;

        if (c_ctrlData.i_increasing > 0)
        {
            cart_incr.Increment(ref currentValue, Constants.ONE, c_ctrlData.i_max);
        }
        else if (c_ctrlData.i_increasing < 0) // we should never reach this line with == 0 but just in case...
        {
            cart_incr.Decrement(ref currentValue, Constants.ONE, c_ctrlData.i_min);
        }

        c_ctrlData.i = currentValue;

        c_ctrlData.f_currentTickTime = Constants.ZERO_F;
    }