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- private void GetInput(out float speed)
- {
- // Read input
- float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
- float vertical = CrossPlatformInputManager.GetAxis("Vertical");
- bool waswalking = m_IsWalking;
- #if !MOBILE_INPUT
- // On standalone builds, walk/run speed is modified by a key press.
- // keep track of whether or not the character is walking or running
- m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
- #endif
- // set the desired speed to be walking or running
- speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
- m_Input = new Vector2(horizontal, vertical);
- // normalize input if it exceeds 1 in combined length:
- if (m_Input.sqrMagnitude > 1)
- {
- m_Input.Normalize();
- }
- // handle speed change to give an fov kick
- // only if the player is going to a run, is running and the fovkick is to be used
- if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
- {
- StopAllCoroutines();
- StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
- }
- }
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