Ejemplo n.º 1
0
    void ControllerAim()
    {
        if (mm)
        {
            if (mm.IsPaused)
            {
                return;
            }
        }

        //create position based on axis input and offset
        conHor = joystickAimInputHor.GetAxis(rawInputValues);
        conVer = -joystickAimInputVer.GetAxis(rawInputValues);

        //return if controller is not connected
        if (!JoystickInUse)
        {
            return;
        }

        lookHor = conHor * (rotSensitivity * 10) * Time.deltaTime;
        lookVer = conVer * (rotSensitivity * 10) * Time.deltaTime;

        if (invertY)
        {
            lookVer = -lookVer;
        }
    }
Ejemplo n.º 2
0
    void MouseAim()
    {
        if (mm)
        {
            if (mm.IsPaused)
            {
                lookHor = 0;
                lookVer = 0;
                return;
            }
        }

        if (pl.IsDead)
        {
            return;
        }

        //get mouse position on screen
        mouseX = keyboardAimInputHor.GetAxis(rawInputValues);
        mouseY = -keyboardAimInputVer.GetAxis(rawInputValues);

        //return if controller is connected
        if (JoystickInUse)
        {
            return;
        }

        lookHor = mouseX * (rotSensitivity * 10) * Time.deltaTime;
        lookVer = mouseY * (rotSensitivity * 10) * Time.deltaTime;

        if (invertY)
        {
            lookVer = -lookVer;
        }
    }
Ejemplo n.º 3
0
        protected override void OnEnter(NGNEntity _owner)
        {
            var inputHor = horInput.GetAxis(rawInputValues);
            var inputVer = verInput.GetAxis(rawInputValues);
            var move     = new Vector3(inputHor, 0, inputVer).normalized;

            _owner.transform.Translate(move * speed * Time.deltaTime);
        }
Ejemplo n.º 4
0
    protected virtual void GetInputs()
    {
        if (mm)
        {
            if (mm.IsPaused || pl.IsDead)
            {
                inputHor = 0;
                inputVer = 0;
                return;
            }
        }

        if (pl.IsDead)
        {
            return;
        }

        //movement axis input
        inputHor = horizontalInput.GetAxis(rawInputValues);
        inputVer = verticalInput.GetAxis(rawInputValues);

        inputLocalDirection = new Vector3(inputHor, 0, inputVer).normalized;
        if (rotationType == RotationType.AimControlled)
        {
            inputWorldDirection = transform.TransformDirection(inputLocalDirection);
        }
        else if (playerCamera)
        {
            var dir = playerCamera.transform.TransformDirection(inputLocalDirection);
            dir.y = 0;
            inputWorldDirection = dir.normalized;
        }

        if (climbing)
        {
            inputWorldDirection = new Vector3(inputWorldDirection.x, inputWorldDirection.z, 0);
        }

        if (forwardZMovementOnly)
        {
            inputWorldDirection.z = Mathf.Clamp(inputWorldDirection.z, 0, Mathf.Infinity);
        }

        if (controllerType == BaseControllerType.CharacterController)
        {
            if (!climbing)
            {
                movementInput = new Vector3(inputWorldDirection.x, curVerticalForce, inputWorldDirection.z);
            }
            else
            {
                movementInput = inputWorldDirection;
            }
        }
        else if (controllerType == BaseControllerType.Rigidbody)
        {
            if (!controlFading)
            {
                movementInput = inputWorldDirection;
            }
        }

        //run input
        run.Value = Input.GetButton(runButton.stringValue);

        //jump input
        jump = jumpButton.GetInputDown() && enableJump;
        if (jump)
        {
            Jump();
        }

        //crouch input
        if (Input.GetButtonDown(crouchButton.stringValue))
        {
            if (toggleCrouch)
            {
                crouch.Value = !crouch.Value;
            }
            else
            {
                crouch.Value = true;
            }
        }
        if (Input.GetButtonUp(crouchButton.stringValue) && !toggleCrouch)
        {
            crouch.Value = false;
        }

        //dash input
        if (enableDash)
        {
            if (dashButton.GetInputDown())
            {
                Dash();
            }
        }

        //roll input
        if (enableRoll)
        {
            if (rollButton.GetInputDown())
            {
                Roll();
            }
        }
    }