void ChangeLookingDirection(Vector3 _direction) { if (_direction.z != 0) { playerLookingDirection = (_direction.z > 0) ? LookingDirectionName.FORWARD : LookingDirectionName.BACKWARD; } else if (_direction.x != 0) { playerLookingDirection = (_direction.x > 0) ? LookingDirectionName.RIGHT : LookingDirectionName.LEFT; } //call change facing event if (OnLookingChange != null) { OnLookingChange(playerLookingDirection); } Debug.Log(playerLookingDirection); }
void RefreshFacing(LookingDirectionName fd) { switch (fd) { case LookingDirectionName.FORWARD: _collider.center = Vector3.forward * offset; break; case LookingDirectionName.RIGHT: _collider.center = Vector3.right * offset; break; case LookingDirectionName.LEFT: _collider.center = Vector3.left * offset; break; default: _collider.center = Vector3.back * offset; break; } }
public void RefreshFacing(LookingDirectionName fd) { switch (fd) { case LookingDirectionName.FORWARD: transform.localPosition = Vector3.forward * offset; break; case LookingDirectionName.RIGHT: transform.localPosition = Vector3.right * offset; break; case LookingDirectionName.LEFT: transform.localPosition = Vector3.left * offset; break; default: transform.localPosition = Vector3.back * offset; break; } }