public void UpdateControlled() { if (playerUnity.gameManagerUnity.State == GameManagerUnity.GameManagerUnityState.GAME && playerUnity.playerGUI.ActiveState == PlayerGUI.State.NORMAL) { if (firstUpdate) { rotationYaxis = playerUnity.player.rotation.y; rotationXaxis = playerUnity.player.rotation.x; firstUpdate = false; } //TODO reset position and change camera menu if (Input.GetKeyDown(KeyCode.R)) { playerUnity.player.ResetPosition(); } if (Input.GetKeyDown(KeyCode.C)) { playerUnity.ChangeCamera(); } UpdateJump(); UpdateMovement(); UpdateCameraRotation(); UpdateUserActions(); UpdateItemOnHand(); playerUnity.player.rotation.y = rotationYaxis; playerUnity.player.rotation.x = rotationXaxis; } }
public void UpdateControlled() { if (playerUnity.gameManagerUnity.State == GameManagerUnity.GameManagerUnityState.GAME && playerUnity.playerGUI.ActiveState == PlayerGUI.State.NORMAL) { if (Screen.lockCursor == false) { //Auto pause if the user leaves the game for some reason (ALT+TAB, etc..) playerUnity.gameManagerUnity.Pause(); } else { if (firstUpdate) { rotationYaxis = playerUnity.player.rotation.y; rotationXaxis = playerUnity.player.rotation.x; firstUpdate = false; } if (Input.GetKeyDown(KeyCode.R)) { playerUnity.player.ResetPosition(); } if (Input.GetKeyDown(KeyCode.C)) { playerUnity.ChangeCamera(); } UpdateJump(); UpdateMovement(); UpdateCameraRotation(); UpdateUserActions(); UpdateItemOnHand(); playerUnity.player.rotation.y = rotationYaxis; playerUnity.player.rotation.x = rotationXaxis; } } }