// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.W)) { uddirection = moveDir.up; } else if (Input.GetKey(KeyCode.S)) { uddirection = moveDir.down; } else { uddirection = moveDir.none; } if (Input.GetKey(KeyCode.A)) { lrdirection = moveDir.left; } else if (Input.GetKey(KeyCode.D)) { lrdirection = moveDir.right; } else { lrdirection = moveDir.none; } }
} //Turns the head of the snake when it reaches "pathnodes" void SetDirection() { if (transform.position.z >= 0 && direction == moveDir.UP) { transform.Rotate(0, -90, 0); direction = moveDir.LEFT; } else if (transform.position.x <= -11 && direction == moveDir.LEFT) { transform.Rotate(0, -90, 0); direction = moveDir.DOWN; } else if (transform.position.z <= -35 && direction == moveDir.DOWN) { transform.Rotate(0, -90, 0); direction = moveDir.RIGHT; } else if (transform.position.x >= 11 && direction == moveDir.RIGHT) { transform.Rotate(0, -90, 0); direction = moveDir.UP; } } //Attempts to follow the movement
void InitializeVariables() { direction = moveDir.UP; body = new List <GameObject>(); for (int i = 0; i < sizeBody; i++) { GameObject copy = Instantiate(snakeBody, new Vector3(transform.position.x, transform.position.y, transform.position.z - instantiateHelper), Quaternion.identity); body.Add(copy); instantiateHelper++; } }
public MoveAction(moveDir dir) { direction = dir; }
public void setDirection(moveDir direction) { actionRef.direction = direction; }