private void MovementAudio() { if (!groundCheck.isGrounded) { if (m_MovementAudio.isPlaying) { m_MovementAudio.Stop(); } return; } // Play the correct audio clip based on whether or not the player is moving and what audio is currently playing. // Checks if the player is moving if (!CheckMovement() || MainRooms.IsRotating()) { m_MovementAudio.Stop(); } else { if (!m_MovementAudio.isPlaying) { m_MovementAudio.Play(); } } }
private void Turn() { if (CheckMovement() && !MainRooms.IsRotating()) { transform.LookAt(movementDirection); } }
private void Awake() { if (instance == null) { instance = this; } }
private void btnMainRoom_Click(object sender, EventArgs e) { this.Visible = false; MainRooms frmMainRoom = new MainRooms(); frmMainRoom.ShowDialog(); this.Close(); }
private void Move() { // Adjust the position of the player based on the player's input. if (CheckMovement() && !MainRooms.IsRotating()) { movementDirection = m_Rigidbody.position + (Vector3.forward * m_HorizontalMovementInputValue + Vector3.right * m_VerticalMovementInputValue) * m_Speed * Time.deltaTime; m_Rigidbody.MovePosition(movementDirection); } }
void OnCollisionStay(Collision other) { if (hit) { currHitTime += Time.deltaTime; if (currHitTime >= hitTimeLimit) { MainRooms.Rotate(); hit = false; currHitTime = 0f; } } }