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using UnityEngine;
using UnityEngine.InputSystem;
namespace Game {
public class RealPlayer : Player {
public bool isThisClient;
private new void Start() {
base.Start();
if (!isThisClient)
return;
GameUI.Singleton.buttonDown += (side, direction) => {
if (!side.Equals(Side))
return;
if (direction == "left")
goingLeftLinear = true;
else
goingRightLinear = true;
};
GameUI.Singleton.buttonUp += (side, direction) => {
if (!side.Equals(Side))
return;
if (direction == "left")
goingLeftLinear = false;
else
goingRightLinear = false;
};
}
private void FixedUpdate() {
if (!isThisClient)
return;
if (Application.isEditor) {
var keyboard = Keyboard.current;
switch (Side) {
case Side.Top:
goingLeftLinear = keyboard.leftArrowKey.isPressed;
goingRightLinear = keyboard.rightArrowKey.isPressed;
break;
case Side.Bottom:
goingLeftLinear = keyboard.aKey.isPressed;
goingRightLinear = keyboard.dKey.isPressed;
break;
}
}
TryLinearMove(Time.fixedDeltaTime);
}
}
}