Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        transform.Rotate(0, Input.GetAxis("Horizontal") * rotateSpeed, 0);
        Vector3 forward   = transform.TransformDirection(Vector3.forward);
        float   _curSpeed = speed * Input.GetAxis("Vertical");

        controller.SimpleMove(forward * _curSpeed);

        if (Input.GetKeyDown(KeyCode.Space))
        {
            magicManager.TestShootMagic(createPoint);
        }
        if (Input.GetKeyDown(KeyCode.Z))
        {
            magicManager.ActMagic("FireBall", 1.5f, createPoint);
        }
        if (Input.GetKeyDown(KeyCode.X))
        {
            magicManager.ActMagic("IceSpear", 1.5f, createPoint);
        }
        if (Input.GetKeyDown(KeyCode.C))
        {
            magicManager.ActMagic("thunder_ver2", 1.5f, createPoint);
        }
        if (Input.GetKeyDown(KeyCode.V))
        {
            magicManager.ActMagic("HEART", 1.5f, createPoint);
        }
        if (Input.GetKeyDown(KeyCode.B))
        {
            magicManager.ActMagic("Shield2", 1.5f, createPoint);
        }
    }
Beispiel #2
0
 // Handling developer defined gesture match callback - This is invoked when the Mode is set to Mode.DeveloperDefined and a gesture is recorded.
 // gestureId - a serial number
 // gesture - gesture matched or null if no match. Only guesture in SetDeveloperDefinedTarget range will be verified against
 // score - the confidence level of this identification. Above 1 is generally considered a match
 void HandleOnDeveloperDefinedMatch(long gestureId, string gesture, float score)   // 이 함수를 핸들러로 등록해서 패턴이 매치 되었을 때 원하는 코드를 실행할 수 있다.
 {
     if (!GameManager.Instance.IsLockMagic)
     {
         magicManager.ActMagic(gesture.Trim(), score, viveInputManager.VisionPoint);
     }
 }