private void FixedUpdate() { if (!GameManager.instance.isRunning) { return; } // pass the input to the car! #if !MOBILE_INPUT float h = pInput.GetAxis(Globals.Axis_X1); float fwd = pInput.GetAxis(Globals.Axis_Z2); float back, boost, drift, handbrake; switch (mappingStyle) { case Mapping.Classic: back = pInput.GetAxis(Globals.Axis_Z1); drift = (pInput.GetButton(Globals.BtnAction5) /* || pInput.GetButton(Globals.BtnAction3)*/) ? 1f : 0f; //Debug.Log("back and deift: " + back + " - " + drift); break; case Mapping.AnalogDrift: back = pInput.GetButton(Globals.BtnAction3) ? 1 : 0; drift = -pInput.GetAxis(Globals.Axis_Z1); break; default: goto case Mapping.Classic; } handbrake = pInput.GetButton(Globals.BtnAction2) ? 1 : 0; boost = pInput.GetButton(Globals.BtnAction1) ? 1 : 0; ((ArcadeCarController)car).ActionTimers(pInput.GetButtonTimePressed(Globals.BtnAction1)); car.Action(back, handbrake, boost, drift); car.Move(h, fwd); #else car.Move(h, v, v, 0f); #endif }