bool mWasGrounded = true; //For checking if you were on the ground, but no longer are void Start() { mStartTime = Time.deltaTime; mActions = new List <LastPos>(); mToPos = transform.position; //If this isn't set to something, will go to 0, 0, 0 I found out. if (GetComponent <s_PhysicsBase>() != null) { mPhysics = GetComponent <s_PhysicsBase>(); } //Add start location AddCurrentPosition(); s_TimeManager.Get.AddStartFunction(RewindStart); s_TimeManager.Get.AddEndFunction(RewindEnd); s_TimeManager.Get.AddChangeFunction(RewindSpeedChange); }
void Start() { mStartTime = Time.deltaTime; mActions = new List<LastPos>(); mToPos = transform.position; //If this isn't set to something, will go to 0, 0, 0 I found out. if (GetComponent<s_PhysicsBase>() != null) mPhysics = GetComponent<s_PhysicsBase>(); //Add start location AddCurrentPosition(); s_TimeManager.Get.AddStartFunction(RewindStart); s_TimeManager.Get.AddEndFunction(RewindEnd); s_TimeManager.Get.AddChangeFunction(RewindSpeedChange); }