private void ActRotate(float costMult, float fixedDeltaTime) { float rotateForce = Mathf.ClampNegPos(outRotate.GetValue()); this.viewAngle += rotateForce * fixedDeltaTime * ROTATE_FACTOR; Energy -= Mathf.Abs(rotateForce * COST_ROTATE * fixedDeltaTime * costMult); }
private void ActRotate(float costMult) { float rotateForce = Mathf.ClampNegPos(outRotate.GetValue()); this.viewAngle += rotateForce / 10; energy -= Mathf.Abs(rotateForce * COST_ROTATE * costMult); }
private void ActMove(float costMult, float fixedDeltaTime) { Vector2 forwardVector = new Vector2(Mathf.Sin(viewAngle), Mathf.Cos(viewAngle)) * MOVESPEED * fixedDeltaTime; float forwardForce = Mathf.ClampNegPos(outForward.GetValue()); forwardVector *= forwardForce; this.pos += forwardVector; Energy -= Mathf.Abs(forwardForce * COST_WALK * fixedDeltaTime * costMult); }
private void ActMove(float costMult, float fixedDeltaTime, Vector2 forwardVector) { Vector2 moveVector = forwardVector * MOVESPEED * fixedDeltaTime; float forwardForce = Mathf.ClampNegPos(outForward.GetValue()); forwardVector *= forwardForce; this.pos += forwardVector; Energy -= Mathf.Abs(forwardForce * COST_WALK * fixedDeltaTime * costMult); }
private void ActStrafe(float costMult, float fixedDeltaTime, Vector2 forwardVector) { Vector2 strafeVector = new Vector2(forwardVector.Y, -forwardVector.X); strafeVector *= MOVESPEED * fixedDeltaTime; float strafeForce = Mathf.ClampNegPos(outStrafe.GetValue()); strafeVector *= strafeForce; this.pos += strafeVector; Energy -= Mathf.Abs(strafeForce * COST_WALK * fixedDeltaTime * costMult); }
private void ActFeelerRotate() { feelerAngle = Mathf.ClampNegPos(outFeelerAngle.GetValue()) * Mathf.PI; }