public void SetToRotation(MDIRECTION dir) { direction = dir; transform.rotation = Quaternion.AngleAxis(0, Vector3.up); //default rotation //to assign an initial direction to the character, use this instead of transform->Rotation switch (dir) { case MDIRECTION.FORWARD: transform.rotation *= Quaternion.AngleAxis(0, Vector3.up); break; case MDIRECTION.LEFT: transform.rotation *= Quaternion.AngleAxis(-90f, Vector3.up); break; case MDIRECTION.BACKWARD: transform.rotation *= Quaternion.AngleAxis(180f, Vector3.up); break; case MDIRECTION.RIGHT: transform.rotation *= Quaternion.AngleAxis(90f, Vector3.up); break; } }
public void TurnRight() { playerAudio.PlayAudioFor("TurnRight()"); canMove = false; moving = true; transform.rotation *= Quaternion.AngleAxis(90f, Vector3.up); //this rotation is purely for visual representation switch (direction) { case MDIRECTION.FORWARD: direction = MDIRECTION.RIGHT; break; case MDIRECTION.LEFT: direction = MDIRECTION.FORWARD; break; case MDIRECTION.BACKWARD: direction = MDIRECTION.LEFT; break; case MDIRECTION.RIGHT: direction = MDIRECTION.BACKWARD; break; } }
public void TurnLeft() { playerAudio.PlayAudioFor("TurnLeft()"); canMove = false; moving = true; transform.rotation *= Quaternion.AngleAxis(-90f, Vector3.up); //this rotates the model //changes the enum direction for the upcoming instructions switch (direction) { case MDIRECTION.FORWARD: direction = MDIRECTION.LEFT; break; case MDIRECTION.LEFT: direction = MDIRECTION.BACKWARD; break; case MDIRECTION.BACKWARD: direction = MDIRECTION.RIGHT; break; case MDIRECTION.RIGHT: direction = MDIRECTION.FORWARD; break; } }
void SetInitialRotation(MDIRECTION dir) { initialDirection = dir; }