void Update() { if (Input.GetKeyDown(KeyCode.Space)) { DroppedHive?.Invoke(transform.position + (transform.forward * 10)); } // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 float translation = Input.GetAxis("Vertical") * speed; float rotation = Input.GetAxis("Horizontal") * rotationSpeed; anim.SetFloat("speed", translation); // Make it move 10 meters per second instead of 10 meters per frame... translation *= Time.deltaTime; rotation *= Time.deltaTime; // Move translation along the object's z-axis transform.Translate(0, 0, translation); // Rotate around our y-axis transform.Rotate(0, rotation, 0); }
public override void Update() { if (Input.GetKeyDown(KeyCode.Space)) { DroppedHive?.Invoke(player.transform.position + (player.transform.forward * 10)); } // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 float translation = Input.GetAxis("Vertical"); float rotation = Input.GetAxis("Horizontal"); anim.SetFloat("speed", translation); trans += translation; rotate += rotation; /*Vector3 rot = transform.rotation.eulerAngles; * rot.y += rotate * rotationSpeed * Time.deltaTime; * rgBody.MoveRotation(Quaternion.Euler(rot)); * rotate = 0; * * Vector3 move = transform.forward * trans; * rgBody.velocity = move * speed * Time.deltaTime; * trans = 0;*/ }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { DroppedHive?.Invoke(transform.position + (transform.forward * 10)); } // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 float translation = Input.GetAxis("Vertical"); float rotation = Input.GetAxis("Horizontal"); trans += translation; rotate += rotation; }
public override void Update() { if (Input.GetKeyDown(KeyCode.Space)) // something like this in MovePawn script { DroppedHive?.Invoke(player.transform.position + (player.transform.forward * 10)); } // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 float translation = Input.GetAxis("Vertical"); float rotation = Input.GetAxis("Horizontal"); anim.SetFloat("speed", translation); trans += translation; rotate += rotation; }
public override void Update() { if (Input.GetKeyDown(KeyCode.Space)) { //Debug.Log("Entered If statement"); DroppedHive?.Invoke(player.transform.position + (player.transform.forward * 10)); } // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 float translation = Input.GetAxis("Vertical"); float rotation = Input.GetAxis("Horizontal"); anim.SetFloat("Speed", translation); trans += translation; rotate += rotation; }