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PlayerAnimator.cs
public void Look(Vector2 lookAxis, float deltaTime)
{
if (canLookAway)
{
input = lookAxis;
float deltaMouseX = -input.x * sensitivity * deltaTime;
float deltaMouseY = -input.y * sensitivity * deltaTime;
_playerInput.x += deltaMouseX;
_playerInput.y += deltaMouseY;
_playerInput.x = Mathf.Clamp(_playerInput.x, -90f, 90f);
_playerInput.y = Mathf.Clamp(_playerInput.y, -90f, 90f);
_charAnimData.deltaAimInput = new Vector2(deltaMouseX, deltaMouseY);
Debug.Log(deltaMouseX);
transform.Rotate(Vector3.up * deltaMouseX);
}
}
PlayerInputProvider.cs
private void Update()
{
pendingJump |= Input.GetKeyDown(KeyCode.Space);
input.forward = (int) prevoriusInput.y;
input.right = (int) prevoriusInput.x;
input.lookX = prevoriusLook.x;
input.lookY = prevoriusLook.y;
}
Input that I'm sending over network
public struct PlayerInput : PRN.IInput
{
public float lookX;
public float lookY;
public int tick;
public int forward;
public int right;
public bool jump;
public bool crouch;
public bool run;
// You need to implement those 2 methods
public void SetTick(int tick) => this.tick = tick;
public int GetTick() => tick;
}Editor is loading...
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