public rotateCharacter ( float direction ) : void | ||
direction | float | |
return | void |
// Update is called once per frame void Update() { float mouseX = Input.GetAxis("Mouse X"); float mouseY = Input.GetAxis("Mouse Y"); if (Mathf.Abs(mouseX) > float.Epsilon || Mathf.Abs(mouseY) > float.Epsilon) { mouseLook.rotateView(mouseX, mouseY); } if (Input.GetKey(KeyCode.Q)) { rotator.rotateCharacter(rotationSpeed); } if (Input.GetKey(KeyCode.E)) { rotator.rotateCharacter(-rotationSpeed); } if (!grappleGun) { return; } debounce -= Time.deltaTime; if (debounce < 0) { debounce = 0; } if (Input.GetButtonDown("Fire2") && !justFired && debounce == 0) { grappleGun.fire(); if (isAttachedToSurface) { Debug.Log("Detached from surface"); isAttachedToSurface = false; sMovement.detachFromSurface(); } debounce = debounceTime; justFired = true; } if (Input.GetButtonDown("Fire2") && justFired && debounce == 0) { grappleGun.detach(); debounce = debounceTime; justFired = false; } if (Input.GetButtonDown("Jump") && grappled) { grappleGun.reelIn(); } }