private int knowWhatIsNext(RunDirections run) { int next = 0; if (run.Equals(RunDirections.RunN)) { next = 2; } else if (run.Equals(RunDirections.RunE)) { next = 3; } else if (run.Equals(RunDirections.RunS)) { next = 4; } else if (run.Equals(RunDirections.RunW)) { next = 1; } return(next); }
//Methods to places weapon. protected virtual void UpdateWeaponPosition(Transform characterTransform, GameObject weaponObject, GameObject character, Transform transformWeaponContainer) { //TODO: I don't know why I put this here... O.o ? //Vector3 mousePos = Input.mousePosition; //mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); //Vector3 force = Vector2.ClampMagnitude(new Vector2((mousePos.x - transform.position.x), (mousePos.y - transform.position.y)), baseDistanceBullet); RunDirections rd = character.GetComponent <MovementPlayer>().CurrentRun; if (rd.Equals(RunDirections.RunE)) { SetWeaponVariables(0.15f, -0.1f, -1.0f, true, true, false); } if (rd.Equals(RunDirections.RunSE)) { SetWeaponVariables(0.15f, -0.15f, -1.0f, true, true, false); } else if (rd.Equals(RunDirections.RunW)) { SetWeaponVariables(-0.15f, -0.1f, -1.0f, false, true, true); } else if (rd.Equals(RunDirections.RunSW)) { SetWeaponVariables(-0.15f, -0.15f, -1.0f, false, true, true); } else if (rd.Equals(RunDirections.RunNE)) { SetWeaponVariables(0.13f, -0.055f, 0.10f, true, false, false); } else if (rd.Equals(RunDirections.RunNW)) { SetWeaponVariables(-0.13f, -0.055f, 0.10f, false, false, true); } else if (rd.Equals(RunDirections.RunS)) { SetWeaponVariables(0.10f, -0.12f, -1.0f, true, true, false); } else if (rd.Equals(RunDirections.RunN)) { SetWeaponVariables(0.12f, -0.070f, -1.0f, false, false, false); } WeaponPosition = new Vector3(characterTransform.position.x + CorrectionXWeaponPosition, characterTransform.position.y + CorrectionYWeaponPosition, CorrectionZWeaponPosition); }