Beispiel #1
0
        void On_JoystickMove(MovingJoystick move)
        {
            float angle = move.Axis2Angle(true);

            qua  = Quaternion.Euler(new Vector3(0, angle, 0));
            wrap = QuaternionWrap.QuaternionToWrap(qua);

            string      plainText = JSON.Instance.ToJSON(wrap);
            NpcAnimInfo info      = new NpcAnimInfo()
            {
                ClientID  = DeviceInfo.GUID,
                nextState = NpcAnimState.ManualInput,
                ui        = new WarUIInfo()
                {
                    ClientID = DeviceInfo.GUID,
                    uniqueId = warCliMgr.clientTeam.activeNpc.UniqueID,
                    camp     = WarCamp2Camp.toWarCamp(warCliMgr.clientTeam.activeNpc.Camp),
                },
                data = plainText,
            };

            plainText = JSON.Instance.ToJSON(info);

            proxyServer.Move(plainText);

            if (warCliMgr.clientTeam.isAuto)
            {
                warCliMgr.clientTeam.SwitchAutoOrManual(false);
            }
        }
 private void On_JoystickMove(MovingJoystick move)
 {
     float y = move.Axis2Angle(true);
     base.transform.rotation = Quaternion.Euler(new Vector3(0f, y, 0f));
     base.transform.Translate((Vector3) ((Vector3.forward * move.joystickValue.magnitude) * Time.deltaTime));
     this.model.animation.CrossFade("Run");
 }
Beispiel #3
0
    //摇杆控制行走
    void On_JoystickMove(MovingJoystick move)
    {
        float angle = move.Axis2Angle(true);

        playerTransform.transform.rotation = Quaternion.Euler(new Vector3(0, angle - 45, 0));
        a.SetBool("Run", true);
    }
    void JoystickMove(MovingJoystick move)
    {
        float angle = move.Axis2Angle(true);

        playerTransform.rotation = Quaternion.Euler(new Vector3(0, angle - 45, 0));
        anim.SetBool(ANIMATION_RUN, true);
    }
Beispiel #5
0
    static int Axis2Angle(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                MovingJoystick obj = (MovingJoystick)ToLua.CheckObject <MovingJoystick>(L, 1);
                float          o   = obj.Axis2Angle();
                LuaDLL.lua_pushnumber(L, o);
                return(1);
            }
            else if (count == 2)
            {
                MovingJoystick obj  = (MovingJoystick)ToLua.CheckObject <MovingJoystick>(L, 1);
                bool           arg0 = LuaDLL.luaL_checkboolean(L, 2);
                float          o    = obj.Axis2Angle(arg0);
                LuaDLL.lua_pushnumber(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: MovingJoystick.Axis2Angle"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Beispiel #6
0
    void On_JoystickMove( MovingJoystick move)
    {
        float angle = move.Axis2Angle(true);
        transform.rotation  = Quaternion.Euler( new Vector3(0,angle,0));
        transform.Translate( Vector3.forward * move.joystickValue.magnitude * Time.deltaTime);

        model.animation.CrossFade("Run");
    }
        /// <summary>
        /// 事件绑定函数,触摸滑轮移动时调用
        /// </summary>
        /// <param name="move"></param>
        void On_JoystickMove(MovingJoystick move)
        {
            baseHeroController.OnRun();
            float angle = move.Axis2Angle(true);

            playerObject.transform.rotation = Quaternion.Euler(new Vector3(0, angle, 0));
            playerObject.transform.Translate(Vector3.forward * move.joystickValue.magnitude * Time.deltaTime);
        }
Beispiel #8
0
    void On_JoystickMove(MovingJoystick move)
    {
        float angle = move.Axis2Angle(true);

        transform.rotation = Quaternion.Euler(new Vector3(0, angle, 0));
        transform.Translate(Vector3.forward * move.joystickValue.magnitude * Time.deltaTime);

        model.animation.CrossFade("Run");
    }
	void On_JoystickMove( MovingJoystick move){

		if ("Rotate_straff_Joystick" == move.joystickName) {
						float angle = move.Axis2Angle (true);
//						Debug.Log ("move.joystickAxis.sqrMagnitude=" + move.joystickAxis.sqrMagnitude);
						Turret.transform.localRotation = Quaternion.Euler (new Vector3 (0, angle, 0));

						if (!isShooting) {
								isShooting = true;
								gun.Shoot ();
						}
				}
	}
Beispiel #10
0
    public void RunMove(MovingJoystick joystick)
    {
        float speedX = Mathf.Abs(joystick.joystickAxis.x);

        float speedY = Mathf.Abs(joystick.joystickAxis.y);


        float tmpSpeed = Mathf.Sqrt(speedX * speedX + speedY * speedY);

        moveSpeed.y = 0;

        controlMove.SimpleMove(transform.forward * tmpSpeed * 0.9f);


        MoveRoation(joystick.Axis2Angle() + 90);
    }
Beispiel #11
0
    void On_JoystickMove(MovingJoystick move)
    {
        //摇杆控制

        float angle = move.Axis2Angle(true);        //获得旋转角度

        if (angle > -35.0f && angle < 35.0f)
        {
            transform.Translate(new Vector3(1, 0, 0) * -2 * Time.deltaTime);
            GetComponent <Animator> ().SetFloat("speed", 0.5f);
            //GetComponent<Animator> ().Play ("WalkStart");
        }
        if (angle > -140.0f && angle < -10.0f)
        {
            transform.Rotate(new Vector3(0, 1, 0) * -20 * Time.deltaTime);       //右转
        }
        else if (angle < 140.0f && angle > 10.0f)
        {
            transform.Rotate(new Vector3(0, 1, 0) * 20 * Time.deltaTime);       //左转
        }
    }
Beispiel #12
0
    /**
     * Occurs when joystick is moving.
     */
    void On_JoystickMove( MovingJoystick move)
    {
        float angle = move.Axis2Angle(true);
        transform.rotation  = Quaternion.Euler( new Vector3(0,angle,0));
        //		transform.Translate( Vector3.forward * move.joystickValue.magnitude * Time.deltaTime);

        SetGameState(PlayerState.Run);
    }
Beispiel #13
0
        protected override BTResult Execute()
        {
            KeyOpt keyOpt = KeyOpt.None;

            if (_dataReadOpt == BTDataReadOpt.ReadEveryTick)
            {
                keyOpt = _database.GetData <KeyOpt>(BTConditionOpt.KeyCode.ToString());
            }

            switch (keyOpt)
            {
            case KeyOpt.GetKeyW:
                _trans.eulerAngles = new Vector3(euler.x, 0, euler.z);
                _trans.Translate(Vector3.back * Time.deltaTime * _moveSpeed);
                break;

            case KeyOpt.GetKeyS:
                _trans.eulerAngles = new Vector3(euler.x, euler.y + 180, euler.z);
                _trans.Translate(Vector3.back * Time.deltaTime * _moveSpeed);
                break;

            case KeyOpt.GetKeyA:
                _trans.eulerAngles = new Vector3(euler.x, euler.y + 90, euler.z);
                _trans.Translate(Vector3.back * Time.deltaTime * _moveSpeed);
                break;

            case KeyOpt.GetKeyD:
                _trans.eulerAngles = new Vector3(euler.x, euler.y - 90, euler.z);
                _trans.Translate(Vector3.back * Time.deltaTime * _moveSpeed);
                break;

            case KeyOpt.MovingJoyStick:
                MovingJoystick move = _database.GetData <MovingJoystick>("MovingJoystick");
                if (move != null)
                {
                    ////获取摇杆偏移量
                    //float joyPositionX = move.joystickAxis.x;
                    //float joyPositionY = move.joystickAxis.y;
                    //if (joyPositionY != 0 || joyPositionX != 0)
                    //{
                    //    //设置角色的朝向(朝向当前坐标+摇杆偏移量)
                    //    _trans.LookAt(new Vector3(_trans.position.x + joyPositionX, _trans.position.y, _trans.position.z + joyPositionY));
                    //    //移动玩家的位置(按朝向位置移动)
                    //    _trans.Translate(-Vector3.forward * Time.deltaTime * _moveSpeed);
                    //}

                    float angle = move.Axis2Angle(true);
                    _trans.rotation = Quaternion.Euler(new Vector3(0, angle, 0));
                    //_trans.Translate(Vector3.back * Time.deltaTime * _moveSpeed);

                    var controller = BTCharacator.CharacController;
                    if (controller != null)
                    {
                        var direction = _trans.TransformDirection(Vector3.back);
                        controller.Move(direction * Time.deltaTime * _moveSpeed);
                    }

                    UpdateGravity();
                }
                break;

            case KeyOpt.MouseDown0:
                return(BTResult.Failed);
            }

            return(BTResult.Running);
        }
Beispiel #14
0
    void On_JoystickMove(MovingJoystick move)
    {
        if (move.joystickName == "PlayerInputJoystick")
        {
            if (!GameMain.Instance.SceneManager.ChangeSceneComplete)
            {

                CommonFunction.DebugMsgFormat("換場中,不能移動!!");
                return;
            }
            if (GameMain.Instance.GameEventManager.DoingEvent)
            {
                CommonFunction.DebugMsgFormat("事件中,不能移動");
                return;
            }
            CommonFunction.DebugMsg(string.Format("JoyStick移動中 ({0})", move.joystickAxis));
            //

            if (move.joystickAxis.sqrMagnitude >= 0.25)
            {
                GameMain.Instance.MyRole.CrossAnimation("run");
            }
            else if (move.joystickAxis.sqrMagnitude > 0)
            {
                GameMain.Instance.MyRole.CrossAnimation("walk");
            }
            GameMain.Instance.MyRole.Move(move.Axis2Angle(true), move.joystickAxis.magnitude);
        }
    }