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); } } }