}// void calculateSpeed() { speed.x = xAccelerator.move(0, m_InputData.horizontalMove, false); speed.y = yAccelerator.move(0, m_InputData.mouseButton, false); speed.z = zAccelerator.move(0, m_InputData.verticalMove, false); Vector3 temp = speed.x * transform.right + speed.y * transform.up + speed.z * transform.forward; speed = temp / boundsScale * 2; }
void calculateWalkSpeeds() { relativeWalkingSpeed.x = xAccelerator.move(relativeWalkingSpeed.x, m_InputData.horizontalMove, m_fall.getIsFloored()); relativeWalkingSpeed.z = zAccelerator.move(relativeWalkingSpeed.z, m_InputData.verticalMove, m_fall.getIsFloored()); //normalise x z movement if necessary and point them in their appropriate global direction Vector3 temp = (transform.right * relativeWalkingSpeed.x + transform.forward * relativeWalkingSpeed.z); absoluteWalkingSpeed = temp; }