void RestrictMovement() { if (m_isPressingUp && m_restrictedArea.IsOutOfRestrictionPosY(transform.position)) { m_currentMoveDirection.y = 0; } if (m_isPressingDown && m_restrictedArea.IsOutOfRestrictionNegY(transform.position)) { m_currentMoveDirection.y = 0; } if (m_isPressingLeft && m_restrictedArea.IsOutOfRestrictionNegX(transform.position)) { m_currentMoveDirection.x = 0; } if (m_isPressingRight && m_restrictedArea.IsOutOfRestrictionPosX(transform.position)) { m_currentMoveDirection.x = 0; } }
void GetForcVectorDc() { float[] inputData = GenerateInputData(); bool isPressingLeft = inputData[0] == 1; bool isPressingRight = inputData[1] == 1; bool isPressingUp = false; bool isPressingDown = false; if (inputData.Length > 3) { isPressingUp = inputData[2] == 1; isPressingDown = inputData[3] == 1; } m_forceVector = Vector3.zero; if (isPressingLeft && !m_restrictedArea.IsOutOfRestrictionNegX(transform.position)) { m_forceVector.x -= m_movementSpeed;// * (m_isPressingSlow ? m_slowFactor : 1); } if (isPressingRight && !m_restrictedArea.IsOutOfRestrictionPosX(transform.position)) { m_forceVector.x += m_movementSpeed;// * (m_isPressingSlow ? m_slowFactor : 1); } if (inputData.Length > 3) { if (isPressingUp && !m_restrictedArea.IsOutOfRestrictionPosY(transform.position)) { m_forceVector.y += m_movementSpeed;// * (m_isPressingSlow ? m_slowFactor : 1); } if (isPressingDown && !m_restrictedArea.IsOutOfRestrictionNegY(transform.position)) { m_forceVector.y -= m_movementSpeed;// * (m_isPressingSlow ? m_slowFactor : 1); } } m_forceVector *= Time.deltaTime; }