private void CalculateDirection(PlayerInput.Direction newDirection) { bufferDirectionChange = 0; nextDirection = PlayerInput.Direction.None; switch (newDirection) { case PlayerInput.Direction.Top: direction.x = 0; direction.z = 1; break; case PlayerInput.Direction.Right: direction.x = 1; direction.z = 0; break; case PlayerInput.Direction.Bottom: direction.x = 0; direction.z = -1; break; case PlayerInput.Direction.Left: direction.x = -1; direction.z = 0; break; } _currentDirection = newDirection; transform.localRotation = Quaternion.LookRotation(direction, Vector3.up); }
// Use this for initialization void Start() { bufferDirectionChange = 0; nextDirection = PlayerInput.Direction.None; ChangeDirection(initialDirection); _currentDirection = initialDirection; rigidbody = GetComponent <Rigidbody>(); Signals.Get <CharacterCreated>().Dispatch(this); }
private void InputValidation(PlayerInput.Direction direction) { if (isTrafficBan) { return; } switch (direction) { case PlayerInput.Direction.Left: _mover.LeftMove(1); break; case PlayerInput.Direction.Right: _mover.RightMove(1); break; } }
private void DirectionPressed(PlayerInput.Direction direction) { float mult = 0; switch (direction) { case PlayerInput.Direction.LEFT: mult = 1; break; case PlayerInput.Direction.RIGHT: mult = -1; break; } float deltaRotation = generalConfig.tubeRotationSpeed * Time.deltaTime * mult; float newRotation = pipeHolder.rotation.eulerAngles.z + deltaRotation; SetPipeRotation(Quaternion.Euler(0, 0, newRotation)); }
private void ChangeDirection(PlayerInput.Direction newDirection, bool bufferInput) { if (newDirection == _currentDirection || freezed) { return; } if (!CheckCanChange()) { if (bufferInput) // desconsider if this command was called from buffer { return; } nextDirection = newDirection; bufferDirectionChange = sizeBufferDirectionChange; return; } CalculateDirection(newDirection); }
private void ScreenButtonLeftOnOnHeldDown(PlayerInput.Direction direction) { SetButtonHelpersVisible(false); OnScreenDirectionPressed(direction); }
public void ChangeDirection(PlayerInput.Direction newDirection) { ChangeDirection(newDirection, false); }