Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        GetComponent <Rigidbody2D>().velocity = new Vector2(CrossPlatformInputManager.GetAxisRaw("Horizontal") * MoveSpeed, CrossPlatformInputManager.GetAxisRaw("Vertical") * MoveSpeed);

        GetComponent <Animator>().SetFloat("direction", GetComponent <Rigidbody2D>().velocity.y);

        if (GetComponent <Rigidbody2D>().velocity.x < 0)
        {
            GetComponent <SpriteRenderer>().flipX = true;
        }
        else if (GetComponent <Rigidbody2D>().velocity.x > 0)
        {
            GetComponent <SpriteRenderer>().flipX = false;
        }
    }
Beispiel #2
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    void Update()
    {
        horizonCrossInput = CrossPlatformInputManager.GetAxisRaw("Horizontal");
        vertiCrossInput   = CrossPlatformInputManager.GetAxisRaw("Vertical");
        CrossMove(horizonCrossInput, vertiCrossInput);
        PlayerJump(isGrounded);
        //if (jumpTimer > jumpInterval)
        //{
        //    PlayerJump(isGrounded);
        //   jumpTimer = 0.0f;
        //}
        //jumpTimer += Time.deltaTime;

        //playerRigidbody.AddForce(-Vector3.up*3, ForceMode.VelocityChange);
    }
Beispiel #3
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    // Update is called once per frame
    void Update()
    {
        movement_vector = new Vector2(CrossPlatformInputManager.GetAxisRaw("Horizontal"), CrossPlatformInputManager.GetAxisRaw("Vertical"));

        if (movement_vector != Vector2.zero)
        {
            anim.SetBool("isWalking", true);
            anim.SetFloat("x", movement_vector.x);
            anim.SetFloat("y", movement_vector.y);
        }
        else
        {
            anim.SetBool("isWalking", false);
        }
    }
Beispiel #4
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    void FixedUpdate()
    {
        if (gamePausedManager == null || !gamePausedManager.IsGamePaused)
        {
            float h = 0;
            float v = 0;
            h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
            v = CrossPlatformInputManager.GetAxisRaw("Vertical");


            Move(h, v);
            Turning();
            Animate(h, v);
        }
    }
Beispiel #5
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    void Update()
    {
        // 右・左
        float x = CrossPlatformInputManager.GetAxisRaw("Horizontal");

        // 上・下
        float y = CrossPlatformInputManager.GetAxisRaw("Vertical");

        // 移動する向きを求める
        //Vector2 direction = new Vector2(x, y).normalized;
        Vector2 direction = new Vector2(x, y);

        // 移動の制限
        Move(direction);
    }
Beispiel #6
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    // Update is called once per frame
    void FixedUpdate()
    {
        input = new Vector3(CrossPlatformInputManager.GetAxisRaw("Horizontal"), 0, CrossPlatformInputManager.GetAxisRaw("Vertical"));
        if (GetComponent <Rigidbody>().velocity.magnitude < maxSpeed)
        {
            GetComponent <Rigidbody>().AddRelativeForce(input * moveSpeed);
        }

        if (transform.position.y < -2)
        {
            Die();
        }

        //Physics.gravity = Physics.Raycast(transform.position, Vector3.down, .6f) ? Vector3.zero : new Vector3(0, -9.5f, 0);
    }
Beispiel #7
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        void Update()
        {
                        #if UNITY_IOS || UNITY_ANDROID
            Vector2 input = TouchLib.GetSwipe2D();
            inputVH = input;
            CrossPlateformButton();
                        #else
            inputVH.x = CrossPlatformInputManager.GetAxisRaw("Horizontal");
            inputVH.y = CrossPlatformInputManager.GetAxisRaw("Vertical");
                        #endif

            currentVH = Vector2.SmoothDamp(currentVH, inputVH, ref currentVelocity, smoothTime,
                                           float.MaxValue, Time.deltaTime);
            StandaredKeyInput();
        }
Beispiel #8
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    void FixedUpdate()
    {
        // Store the input axes.
        float h = CrossPlatformInputManager.GetAxisRaw("Horizontal1");
        float v = CrossPlatformInputManager.GetAxisRaw("Vertical1");

        // Move the player around the scene.
        Move(h, v);

        // Turn the player according to WASD and Joystick
        Turning(h, v);

        // Animate the player
        Animate(h, v);
    }
        // Update is called once per frame
        void Update()
        {
            aim.x = CrossPlatformInputManager.GetAxisRaw("MouseX");
            aim.y = CrossPlatformInputManager.GetAxisRaw("MouseY");
            //Debug.Log("aim.sqrMagnitude:" + aim.sqrMagnitude.ToString());
            var   aimDirection = aim.normalized;
            float angleInDeg   = Mathf.Atan2(aimDirection.y, aimDirection.x) * Mathf.Rad2Deg;

            transform.eulerAngles = new Vector3(0, 0, angleInDeg);

            if (aim.sqrMagnitude > 0.6f)
            {
                shootingSystem.ShootBullet();
            }
        }
    void Animating(float h, float v)
    {
        bool running = h != 0 || v != 0;

        anim.SetBool("isRun", running);
        //用GetAxisRaw判斷是否按到移動鍵,是的話執行以下程式,放開可以保留角度狀態,也能避免NaN的狀況
        if (CrossPlatformInputManager.GetAxisRaw("Vertical") != 0 || CrossPlatformInputManager.GetAxisRaw("Horizontal") != 0)
        {
            //三角函數計算
            angle_Sum = Mathf.Atan2(h, v) / (Mathf.PI / 180);

            //角色轉向
            transform.eulerAngles = new Vector3(transform.eulerAngles.x, angle_Sum, transform.eulerAngles.z);
        }
    }
Beispiel #11
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    // Update is called once per frame
    void Update()
    {
        input = new Vector3(CrossPlatformInputManager.GetAxisRaw("Horizontal"), 0, CrossPlatformInputManager.GetAxisRaw("Vertical"));
        //input = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));

        if (GetComponent <Rigidbody>().velocity.magnitude < maxSpeed)
        {
            GetComponent <Rigidbody>().AddForce(input * moveSpeed);
        }

        if (transform.position.y < 0)
        {
            Death();
        }
    }
    // Update is called once per frame
    void Update()
    {
        Vector2 moveInput = new Vector2(CrossPlatformInputManager.GetAxisRaw("Horizontal"), CrossPlatformInputManager.GetAxisRaw("Vertical"));

        moveAmount = moveInput.normalized * speed;

        if (moveInput != Vector2.zero)
        {
            anim.SetBool("isRunning", true);
        }
        else
        {
            anim.SetBool("isRunning", false);
        }
    }
        void FixedUpdate()
        {
            // Store the input axes.
            float h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
            float v = CrossPlatformInputManager.GetAxisRaw("Vertical");

            // Move the player around the scene.
            Move(h, v);

            // Turn the player to face the mouse cursor.
            Turning();

            // Animate the player.
            Animating(h, v);
        }
Beispiel #14
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    // Update is called once per frame
    void Update()
    {
        hmove = CrossPlatformInputManager.GetAxisRaw("Horizontal") * runSpeed;

        if (hmove != 0)
        {
            animator.SetBool("isWalking", true);
        }

        if (CrossPlatformInputManager.GetButtonDown("Jump"))
        {
            animator.SetBool("isJumping", true);
            sounds.PlayAudioClip(1);
        }
    }
Beispiel #15
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        private Vector2 GetDirection()
        {
#if MOBILE_INPUT
            Vector2 result = new Vector2(
                CrossPlatformInputManager.GetAxisRaw("Horizontal"),
                CrossPlatformInputManager.GetAxisRaw("Vertical")
                );
#else
            Vector2 result = new Vector2(
                Input.GetAxisRaw("Horizontal"),
                Input.GetAxisRaw("Vertical")
                );
#endif
            return(result);
        }
    void Update()
    {
        VelocityX = CrossPlatformInputManager.GetAxisRaw("Horizontal");

        //Move the player
        RigidBody.velocity += new Vector2(VelocityX * MoveSpeed, 0);

        if (VelocityX > 0.05)
        {
            PlayerAnim.Play("PlayerWalkingRight");
        }
        else if (VelocityX < -0.05)
        {
            PlayerAnim.Play("PlayerWalkingLeft");
        }
        else
        {
            //VelocityY = 0;
            //VelocityX = 0;
            PlayerAnim.Play("PlayerStill");
        }

        //Debug.Log(VelocityX + "," + VelocityY);

        if (CrossPlatformInputManager.GetButtonDown("Fire1"))
        {
            //Debug.Log("Button Pressed");
            if (BombPlaced < BombCapacity)
            {
                //Pos = new Vector2(Player.position.x, Player.position.y);
                //float posX = (Pos.x / 50) + 25;
                //float posY = (Pos.y / 50) + 25;
                //Pos.x = posX;
                //Pos.y = posY;

                //Debug.Log("Button Press");
                Instantiate(Bomb, Floor, Player.rotation);

                StartCoroutine(ChangeScene());
            }
            CrossPlatformInputManager.SetButtonUp("Fire1");
        }

        //floorCollider = gameObject.GetComponent<FloorCollider>();
        //floor = floorCollider.Floor;

        //Debug.Log(floor);
    }
Beispiel #17
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    /*
     * ========Update============================================
     */

    /// <summary>
    /// 把輸入存起來,漸進式的用GetAxis,按鍵式的用GetAxisRaw
    /// </summary>
    void GetInput()
    {
        if (Player.bBlockInput == false)
        {
            if (Player.bCanMove)
            {
                m_fVInput    = CrossPlatformInputManager.GetAxis(FORWARD_AXIS);
                m_fVInputAbs = Mathf.Abs(m_fVInput);
                m_fHInput    = CrossPlatformInputManager.GetAxis(TURN_AXIS);
                m_fHInputAbs = Mathf.Abs(m_fHInput);
                m_fMoveInput = Mathf.Clamp01(m_fVInputAbs + m_fHInputAbs);
            }
            else
            {
                m_fVInput = m_fHInput = m_fVInputAbs = m_fHInputAbs = m_fMoveInput = 0;
            }
            if (Player.bCanJump && bGrounded)
            {
                m_fJInput = CrossPlatformInputManager.GetAxisRaw("Jump");
            }
            else
            {
                m_fJInput = 0;
            }
            if (Player.bCanDash)
            {
                m_fDInput = CrossPlatformInputManager.GetAxisRaw(DASH_AXIS);
            }
            else
            {
                m_fDInput = 0;
            }
            //能夠攻擊時才能有效輸入
            if (Player.bCanAttack)
            {
                m_fLAInput = CrossPlatformInputManager.GetAxisRaw("Fire1");
                m_fHAInput = CrossPlatformInputManager.GetAxisRaw("Fire2");
            }
            else
            {
                m_fLAInput = m_fHAInput = 0;
            }
        }
        else
        {
            m_fVInput = m_fHInput = m_fJInput = m_fDInput = m_fLAInput = m_fHAInput = 0;
        }
    }
Beispiel #18
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    private void CarIndexSelecting_2P()
    {
        if (CrossPlatformInputManager.GetAxisRaw("Crosswise_2") > 0)
        {
            if (!_nonUpFlag2)
            {
                if (_carIndex2 < _idxMax - 1)
                {
                    _carIndex2++;
                    _carObj_2P[_carIndex2].gameObject.transform.rotation = _carObj_2P[_carIndex2 - 1].gameObject.transform.rotation;
                    _nonUpFlag2 = true;
                }
                else
                {
                    _carIndex2 = 0;
                    _carObj_2P[_carIndex2].gameObject.transform.rotation = _carObj_2P[_idxMax - 1].gameObject.transform.rotation;
                    _nonUpFlag2 = true;
                }
            }
        }
        else
        {
            _nonUpFlag2 = false;
        }

        if (CrossPlatformInputManager.GetAxisRaw("Crosswise_2") < 0)
        {
            if (!(_nonDownFlag2))
            {
                if (_carIndex2 > 0)
                {
                    _carIndex2--;
                    _carObj_2P[_carIndex2].gameObject.transform.rotation = _carObj_2P[_carIndex2 + 1].gameObject.transform.rotation;
                    _nonDownFlag2 = true;
                }
                else
                {
                    _carIndex2 = _idxMax - 1;
                    _carObj_2P[_carIndex2].gameObject.transform.rotation = _carObj_2P[0].gameObject.transform.rotation;
                    _nonDownFlag2 = true;
                }
            }
        }
        else
        {
            _nonDownFlag2 = false;
        }
    }
Beispiel #19
0
    // Update is called once per frame
    void Update()
    {
        //position.x += Input.GetAxis("Horizontal") * speed * Time.deltaTime;

        //if (Input.touchCount > 0) {
        //}
        boost.SetActive(false);

        if (Input.GetKeyDown(KeyCode.UpArrow))
        {
            if (start == false)
            {
                start          = true;
                Time.timeScale = 1;
            }
            if (Time.timeScale == 1)
            {
                gameObject.GetComponent <Rigidbody2D>().AddForce(transform.up * jump);
                whoosh.Play();
                boost.SetActive(true);
            }
        }

        if (start == true)
        {
            if (earth != null)
            {
                if (earth.transform.position.y > -15)
                {
                    earth.transform.position -= transform.up * Time.deltaTime * 2.2f;
                }
                else
                {
                    Destroy(earth);
                }
            }
        }

        if (!(gameObject.transform.position.y > -8 && gameObject.transform.position.y < 8))
        {
            Time.timeScale = 0;
            //Debug.Log ("GAME OVER - LOST IN OBLIVION");

            GameOver();
        }

        gameObject.transform.position += CrossPlatformInputManager.GetAxisRaw("Horizontal") * transform.right * Time.deltaTime * steerspeed;
    }
Beispiel #20
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    private void CarIndexSelecting()
    {
        if (CrossPlatformInputManager.GetAxisRaw("Horizontal") > 0)
        {
            if (!_nonUpFlag)
            {
                if (_carIndex < _idxMax - 1)
                {
                    _carIndex++;
                    _carObj[_carIndex].gameObject.transform.rotation = _carObj[_carIndex - 1].gameObject.transform.rotation;
                    _nonUpFlag = true;
                }
                else
                {
                    _carIndex = 0;
                    _carObj[_carIndex].gameObject.transform.rotation = _carObj[_idxMax - 1].gameObject.transform.rotation;
                    _nonUpFlag = true;
                }
            }
        }
        else
        {
            _nonUpFlag = false;
        }

        if (CrossPlatformInputManager.GetAxisRaw("Horizontal") < 0)
        {
            if (!(_nonDownFlag))
            {
                if (_carIndex > 0)
                {
                    _carIndex--;
                    _carObj[_carIndex].gameObject.transform.rotation = _carObj[_carIndex + 1].gameObject.transform.rotation;
                    _nonDownFlag = true;
                }
                else
                {
                    _carIndex = _idxMax - 1;
                    _carObj[_carIndex].gameObject.transform.rotation = _carObj[0].gameObject.transform.rotation;
                    _nonDownFlag = true;
                }
            }
        }
        else
        {
            _nonDownFlag = false;
        }
    }
Beispiel #21
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            public void Get()
            {
                if (!m_Enabled)
                {
                    Value = 0f;
                    return;
                }

                if (!m_GettingInput)
                {
                    return;
                }

                bool positiveHeld = false;
                bool negativeHeld = false;

                float value = CrossPlatformInputManager.GetAxisRaw(k_AxisToName[(int)controllerAxis]);

                RealValue = Util.Normalize(value, Constants.JOYSTICK_AXIS_MAX_VALUE);

                positiveHeld = Input.GetKey(positive);
                negativeHeld = Input.GetKey(negative);

                if (!positiveHeld)
                {
                    positiveHeld = value > Single.Epsilon;
                }

                if (!negativeHeld)
                {
                    negativeHeld = value < -Single.Epsilon;
                }

                if (positiveHeld == negativeHeld)
                {
                    Value = 0f;
                }
                else if (positiveHeld)
                {
                    Value = 1f;
                }
                else
                {
                    Value = -1f;
                }

                ReceivingInput = positiveHeld || negativeHeld;
            }
Beispiel #22
0
 private void Update()
 {
     rotDir = CrossPlatformInputManager.GetAxisRaw("Horizontal");
     if (Input.touchCount > 0 && rotDir == 0.0f)
     {
         Touch touch = Input.GetTouch(0);
         if (touch.position.x < Screen.width / 2)
         {
             rotDir = -1;
         }
         else
         {
             rotDir = 1;
         }
     }
 }
        void Movement()
        {
            // Store the input axes.
            float h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
            float v = CrossPlatformInputManager.GetAxisRaw("Vertical");

            Vector3 movement = new Vector3();

            movement.Set(h, 0f, v);

            // Normalise the movement vector and make it proportional to the speed per second.
            movement = movement.normalized * _playerNode.speedComponent.speed * Time.deltaTime;

            // Move the player to it's current position plus the movement.
            _playerNode.rigidBodyComponent.rigidbody.MovePosition(_playerNode.positionComponent.position + movement);
        }
Beispiel #24
0
    private void Update()
    {
        // read inputs
        h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
        v = CrossPlatformInputManager.GetAxisRaw("Vertical");

        if (CrossPlatformInputManager.GetButtonDown("Push"))
        {
            push.Apply();
        }

        if (CrossPlatformInputManager.GetButtonDown("Fire1"))
        {
            grab.Apply();
        }
    }
Beispiel #25
0
    // Update is called once per frame
    void Update()
    {
        //laserLine.SetPosition(0, LaserBeamOrigin.transform.position);

                #if !MOBILE_INPUT
        if (Input.GetButtonDown("Fire1") && isShooting == false && isEnabled == true)
        {
            Shoot();
        }
                #else
        if (CrossPlatformInputManager.GetAxisRaw("Mouse X") != 0 || CrossPlatformInputManager.GetAxisRaw("Mouse Y") != 0)
        {
            Shoot();
        }
#endif
    }
Beispiel #26
0
    //每帧执行一次,用于获取玩家输入并控制角色的行为
    void Update()
    {
        //当游戏状态为游戏进行中时
        if (GameManager.gm == null || GameManager.gm.gameState == GameManager.GameState.Playing)
        {
            float h = CrossPlatformInputManager.GetAxisRaw("Horizontal"); //获取玩家水平轴上的输入
            float v = CrossPlatformInputManager.GetAxisRaw("Vertical");   //获取玩家垂直轴上的输入
            Move(h, v);                                                   //根据玩家的输入控制角色移动

            float rv = CrossPlatformInputManager.GetAxisRaw("Mouse X");   //获取玩家鼠标垂直轴上的移动
            float rh = CrossPlatformInputManager.GetAxisRaw("Mouse Y");   //获取玩家鼠标水平轴上的移动
            Rotate(rh, rv);                                               //根据玩家的鼠标输入控制角色转向

            Jump(isGrounded);                                             //玩家的跳跃函数
        }
    }
Beispiel #27
0
        void DoGetAxis()
        {
            var axisValue = 0f;

                        #if CROSS_PLATFORM_INPUT
            axisValue = CrossPlatformInputManager.GetAxisRaw(axisName.Value);
                        #endif

            // if variable set to none, assume multiplier of 1
            if (!multiplier.IsNone)
            {
                axisValue *= multiplier.Value;
            }

            store.Value = axisValue;
        }
Beispiel #28
0
        void FixedUpdate()
        {
            // almacenar los ejes de entrada
            float h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
            float v = CrossPlatformInputManager.GetAxisRaw("Vertical");

            // movimiento del jugador alrededor de la escena

            Move(h, v);

            // girar al jugador con los movimientos del cursor
            Turning();

            // animacion del jugador
            Animating(h, v);
        }
Beispiel #29
0
    public void Movement()
    {
        float move = CrossPlatformInputManager.GetAxisRaw("Horizontal");

        grounded = IsGrounded();
        Flip(move);
        playerAnimation.Move(move);

        if ((Input.GetKeyDown(KeyCode.Space) || CrossPlatformInputManager.GetButtonDown("B_Button")) && IsGrounded())
        {
            rgb.velocity = new Vector2(rgb.velocity.x, jumpForce);
            playerAnimation.Jump(true);
            StartCoroutine(ResetJumpNeededCo());
        }
        rgb.velocity = new Vector2(move * speed, rgb.velocity.y);
    }
    private void RunUpDown()
    {
        float   controlThrowUD       = CrossPlatformInputManager.GetAxisRaw("Vertical");
        Vector2 playerVelocityUpDown = new Vector2(myRigidBody2D.velocity.x, controlThrowUD * runSpeed);

        myRigidBody2D.velocity = playerVelocityUpDown;
        bool isRunning = Mathf.Abs(myRigidBody2D.velocity.y) > Mathf.Epsilon;

        if (Input.GetKeyDown(KeyCode.S) == true)
        {
            myAnimator.SetBool("IsRunningFront", isRunning);
            myAnimator.SetBool("IsRunningBack", false);
            myAnimator.SetBool("IsRunningRight", false);
            myAnimator.SetBool("IsRunningLeft", false);
        }
    }