// Update is called once per frame void FixedUpdate() { bool ready = true; // Vector3 MoveDirection = Vector3.zero; // if (GetComponent<CharacterController>().isGrounded) //{ // MoveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); // MoveDirection = transform.TransformDirection(MoveDirection); // MoveDirection *= speed; Vector3 movement = Vector3.zero; movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); if (ready) { if (movement.x > 0) { Move(currentDirection.GetNextClockWise()); } else if (movement.x < 0) { Move(currentDirection.GetNextCounterclockwise()); } else if (movement.z > 0) { Move(currentDirection); } else if (movement.z < 0) { Move(currentDirection.GetOpposite()); } else if (Input.GetKeyDown(KeyCode.Q)) { rotate(currentDirection.GetNextCounterclockwise()); } else if (Input.GetKeyDown(KeyCode.E)) { rotate(currentDirection.GetNextClockWise()); } } // if(Input.GetButton("jump1")) // { // MoveDirection.y = jumpSpeed; // } // } // MoveDirection.y -= gravity * Time.deltaTime; //Apply gravity // GetComponent<CharacterController>().Move(MoveDirection * Time.deltaTime); /* * if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) * { * Move(currentDirection); * } * else if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) * { * Move(currentDirection.GetNextClockWise()); * } * else if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) * { * Move(currentDirection.GetOpposite()); * } * else if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) * { * Move(currentDirection.GetNextCounterclockwise()); * } * else if (Input.GetKeyDown(KeyCode.Q)) * { * rotate(currentDirection.GetNextCounterclockwise()); * } * else if (Input.GetKeyDown(KeyCode.E)) * { * rotate(currentDirection.GetNextClockWise()); * } */ }