// Called on the update when the state is Move private void MoveControl() { if (Input.GetKeyDown("space")) { this.currentState = States.BallStates.Rotate; } if (Input.GetKey(KeyCode.LeftArrow)) { Vector3 position = this.transform.position; position.x -= MoveSpeed; this.transform.position = position; } if (Input.GetKey(KeyCode.RightArrow)) { Vector3 position = this.transform.position; position.x += MoveSpeed; this.transform.position = position; } }
private void DirectionControl() { if (Input.GetKeyDown("space")) { rb.AddForce(transform.forward * thrust); this.currentState = States.BallStates.Roll; } if (Input.GetKey(KeyCode.LeftArrow)) { Vector3 position = this.transform.position; position.x -= MoveSpeed; this.transform.position = position; } if (Input.GetKey(KeyCode.RightArrow)) { Vector3 position = this.transform.position; position.x += MoveSpeed; this.transform.position = position; } }
// Use this for initialization void Start() { this.rb = GetComponent <Rigidbody>(); this.currentState = States.BallStates.Move; this.ShotDirection = transform.forward; }