public void Jump(float power, MotorAmountSpace powerSpace) { if (m_isGrounded) { m_jumpPower = power; } m_jumpAccePower = power; }
public void Move(Vector3 velocity, Space directionSpace, MotorAmountSpace speedSpace) { float length = velocity.magnitude; // normalization : V*length m_moveVelocity = velocity; if (directionSpace == Space.World) { m_moveVelocity = transform.InverseTransformDirection(m_moveVelocity); } }
public void Move(Vector3 velocity, Space directionSpace, MotorAmountSpace velocitySpace) { if (velocitySpace == MotorAmountSpace.Relative) { float sp = velocity.magnitude; float deltaSp = m_speed * sp; if (sp > 1f) { deltaSp = sp * 0.5f * m_sprintSpeed; } if (sp > 0f) { velocity *= deltaSp / sp; } } if (directionSpace == Space.World) { velocity = transform.InverseTransformDirection(velocity); } m_velocity = velocity; }