wizardpoop
Member
In hopes of not reinventing the wheel, I'm hoping to tap into an existing method or event so that I can know the previous player input prior to a specific ability being activated. For example with a "Dash" ability that bursts the character in a direction:
- `Vector3 targetDirection` = A default direction of `Vector3.right` in `Awake()`
- Dash ability is inactive
- Input results in character movement from right to left (this is where I want to update `targetDirection` in the ability itself)
- Button down to activate Dash ability
- Dash uses the default `targetDirection` set in `Awake()` instead of the desired updated value that would be set based on previous input
I know I can setup my own approach to solve this, but I just don't want to reinvent the wheel if there's an existing value or method to leverage with UCC.
- `Vector3 targetDirection` = A default direction of `Vector3.right` in `Awake()`
- Dash ability is inactive
- Input results in character movement from right to left (this is where I want to update `targetDirection` in the ability itself)
- Button down to activate Dash ability
- Dash uses the default `targetDirection` set in `Awake()` instead of the desired updated value that would be set based on previous input
I know I can setup my own approach to solve this, but I just don't want to reinvent the wheel if there's an existing value or method to leverage with UCC.