public static GPC_GetAxis ( Axis, axis ) : float | ||
axis | Axis, | |
return | float |
/// <summary> /// Get extra scroll delta from gamepad /// </summary> protected Vector2 GetExtraScrollDelta() { Vector2 scrollDelta = new Vector2(); if (useLeftStickScroll) { float x = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftXAxis); float y = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftYAxis); if (Mathf.Abs(x) < leftStickDeadZone) { x = 0; } if (Mathf.Abs(y) < leftStickDeadZone) { y = 0; } scrollDelta = new Vector2(x, y); } return(scrollDelta); }
// Update is called once per frame void Update() { if (AllowMovement) { float gamePad_FwdAxis = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftYAxis); float gamePad_StrafeAxis = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftXAxis); Vector3 fwdMove = (CameraRig.centerEyeAnchor.rotation * Vector3.forward) * gamePad_FwdAxis * Time.deltaTime * ForwardSpeed; Vector3 strafeMove = (CameraRig.centerEyeAnchor.rotation * Vector3.right) * gamePad_StrafeAxis * Time.deltaTime * StrafeSpeed; transform.position += fwdMove + strafeMove; } if (!UnityEngine.XR.XRDevice.isPresent && (AllowYawLook || AllowPitchLook)) { Quaternion r = transform.rotation; if (AllowYawLook) { float gamePadYaw = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightXAxis); float yawAmount = gamePadYaw * Time.deltaTime * GamePad_YawDegreesPerSec; Quaternion yawRot = Quaternion.AngleAxis(yawAmount, Vector3.up); r = yawRot * r; } if (AllowPitchLook) { float gamePadPitch = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightYAxis); if (Mathf.Abs(gamePadPitch) > 0.0001f) { if (InvertPitch) { gamePadPitch *= -1.0f; } float pitchAmount = gamePadPitch * Time.deltaTime * GamePad_PitchDegreesPerSec; Quaternion pitchRot = Quaternion.AngleAxis(pitchAmount, Vector3.left); r = r * pitchRot; } } transform.rotation = r; } }
void Update() { shotLimit = WeaponMgr.ACTIVE_WEAPON.FireRate; if (!m_oculusConnected) { SetupMouseLookat(); } // skip tutorial, restart etc. ListenForMenuButtons(); // previous, next weapon ListenToWeaponCycle(); CycleWeapons(); // TODO: also check if 0, then reset timer if (Input.GetMouseButtonDown(0) || Mathf.Abs(OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightTrigger)) > 0 || Input.GetMouseButton(0)) { // shoot and other stuff if (m_timeSinceShot <= shotLimit) { m_timeSinceShot += Time.deltaTime * 1000.0f; // add time in ms return; } else { m_timeSinceShot = 0; Shoot(); } } if (Input.GetKeyDown(KeyCode.R) || OVRGamepadController.GPC_GetButtonDown(OVRGamepadController.Button.B)) { Application.LoadLevel(Application.loadedLevelName); } }
public virtual void UpdateMovement() { if (HaltUpdateMovement) { return; } bool moveForward = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow); bool moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow); bool moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow); bool moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow); bool dpad_move = false; if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Up)) { moveForward = true; dpad_move = true; } if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Down)) { moveBack = true; dpad_move = true; } MoveScale = 1.0f; if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight)) { MoveScale = 0.70710678f; } // No positional movement if we are in the air if (!Controller.isGrounded) { MoveScale = 0.0f; } MoveScale *= SimulationRate * Time.deltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { moveInfluence *= 2.0f; } Quaternion ort = (HmdRotatesY) ? CameraController.centerEyeAnchor.rotation : transform.rotation; Vector3 ortEuler = ort.eulerAngles; ortEuler.z = ortEuler.x = 0f; ort = Quaternion.Euler(ortEuler); if (moveForward) { MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward); } if (moveBack) { MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back); } if (moveLeft) { MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left); } if (moveRight) { MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right); } bool curHatLeft = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.LeftShoulder); Vector3 euler = transform.rotation.eulerAngles; if (curHatLeft && !prevHatLeft) { euler.y -= RotationRatchet; } prevHatLeft = curHatLeft; bool curHatRight = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.RightShoulder); if (curHatRight && !prevHatRight) { euler.y += RotationRatchet; } prevHatRight = curHatRight; //Use keys to ratchet rotation if (Input.GetKeyDown(KeyCode.Q)) { euler.y -= RotationRatchet; } if (Input.GetKeyDown(KeyCode.E)) { euler.y += RotationRatchet; } float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier; if (!SkipMouseRotation) { euler.y += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f; } moveInfluence = SimulationRate * Time.deltaTime * Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; #if !UNITY_ANDROID // LeftTrigger not avail on Android game pad moveInfluence *= 1.0f + OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftTrigger); #endif float leftAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftXAxis); float leftAxisY = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftYAxis); if (leftAxisY > 0.0f) { MoveThrottle += ort * (leftAxisY * moveInfluence * Vector3.forward); } if (leftAxisY < 0.0f) { MoveThrottle += ort * (Mathf.Abs(leftAxisY) * moveInfluence * BackAndSideDampen * Vector3.back); } if (leftAxisX < 0.0f) { MoveThrottle += ort * (Mathf.Abs(leftAxisX) * moveInfluence * BackAndSideDampen * Vector3.left); } if (leftAxisX > 0.0f) { MoveThrottle += ort * (leftAxisX * moveInfluence * BackAndSideDampen * Vector3.right); } float rightAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightXAxis); euler.y += rightAxisX * rotateInfluence; transform.rotation = Quaternion.Euler(euler); }
/// <summary> /// Updates the player's movement. /// </summary> public virtual void UpdateMovement() { // Do not apply input if we are showing a level selection display if (HaltUpdateMovement == true) { return; } if (Application.loadedLevel != 0) { moveForward = false; } bool moveLeft = false; bool moveRight = false; bool moveBack = false; MoveScale = 2.0f; // * * * * * * * * * * * // Keyboard input // Move // WASD if (Input.GetKey(KeyCode.W)) { moveForward = true; } if (Input.GetKey(KeyCode.A)) { moveLeft = true; } if (Input.GetKey(KeyCode.S)) { moveBack = true; } if (Input.GetKey(KeyCode.D)) { moveRight = true; } // Arrow keys if (Input.GetKey(KeyCode.UpArrow)) { if (moveForward) { moveForward = false; } else { moveForward = true; } } //if (Input.GetKey(KeyCode.LeftArrow)) moveLeft = true; if (Input.GetKey(KeyCode.DownArrow)) { moveBack = true; } //if (Input.GetKey(KeyCode.RightArrow)) moveRight = true; //Jump float x = 0; float y = 0; float z = 0; if (Application.loadedLevel == 0) { if (Input.GetKey(KeyCode.J)) { Jump(); } if (OVRDevice.GetAcceleration(ref x, ref y, ref z)) { if (y > 1.5 && x < 0.3 && z < 0.3) { Jump(); } } } //Restart if (Input.GetKey(KeyCode.Return)) { myTimer = 300.0f; Application.LoadLevel("Scaled"); } // D-Pad bool dpad_move = false; if (OVRGamepadController.GPC_GetButton((int)OVRGamepadController.Button.Up) == true) { moveForward = true; dpad_move = true; } if (OVRGamepadController.GPC_GetButton((int)OVRGamepadController.Button.Down) == true) { moveBack = true; dpad_move = true; } if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight)) { MoveScale = 0.70710678f; } // No positional movement if we are in the air //if (!Controller.isGrounded) //MoveScale = 0.0f; MoveScale *= OVRDevice.SimulationRate * Time.deltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { moveInfluence *= 2.0f; } else if (dpad_move) { moveInfluence *= 3.0f; } if (DirXform != null) { if (moveForward) { MoveThrottle += DirXform.TransformDirection(Vector3.forward * moveInfluence * transform.lossyScale.z); } if (moveBack) { MoveThrottle += DirXform.TransformDirection(Vector3.back * moveInfluence * transform.lossyScale.z) * BackAndSideDampen; } if (moveLeft) { MoveThrottle += DirXform.TransformDirection(Vector3.left * moveInfluence * transform.lossyScale.x) * BackAndSideDampen; } if (moveRight) { MoveThrottle += DirXform.TransformDirection(Vector3.right * moveInfluence * transform.lossyScale.x) * BackAndSideDampen; } } // Rotate // D-Pad rachet bool curHatLeft = false; if (OVRGamepadController.GPC_GetButton((int)OVRGamepadController.Button.Left) == true) { curHatLeft = true; } if (curHatLeft && !prevHatLeft) { YRotation -= RotationRatchet; } prevHatLeft = curHatLeft; bool curHatRight = false; if (OVRGamepadController.GPC_GetButton((int)OVRGamepadController.Button.Right) == true) { curHatRight = true; } if (curHatRight && !prevHatRight) { YRotation += RotationRatchet; } prevHatRight = curHatRight; //Use keys to ratchet rotation if (Input.GetKeyDown(KeyCode.Q)) { YRotation -= RotationRatchet; } if (Input.GetKeyDown(KeyCode.E)) { YRotation += RotationRatchet; } // * * * * * * * * * * * // Mouse input // Move // Rotate // compute for key rotation float rotateInfluence = OVRDevice.SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier; float deltaRotation = 0.0f; if (SkipMouseRotation == false) { deltaRotation = Input.GetAxis("Mouse X") * rotateInfluence * 3.25f; } float filteredDeltaRotation = (sDeltaRotationOld * 0.0f) + (deltaRotation * 1.0f); YRotation += filteredDeltaRotation; sDeltaRotationOld = filteredDeltaRotation; // * * * * * * * * * * * // XBox controller input // Compute this for xinput movement moveInfluence = OVRDevice.SimulationRate * Time.deltaTime * Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! moveInfluence *= 1.0f + OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.LeftTrigger); // Move if (DirXform != null) { float leftAxisY = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.LeftYAxis); float leftAxisX = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.LeftXAxis); if (leftAxisY > 0.0f) { MoveThrottle += leftAxisY * DirXform.TransformDirection(Vector3.forward * moveInfluence); } if (leftAxisY < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisY) * DirXform.TransformDirection(Vector3.back * moveInfluence) * BackAndSideDampen; } if (leftAxisX < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisX) * DirXform.TransformDirection(Vector3.left * moveInfluence) * BackAndSideDampen; } if (leftAxisX > 0.0f) { MoveThrottle += leftAxisX * DirXform.TransformDirection(Vector3.right * moveInfluence) * BackAndSideDampen; } } float rightAxisX = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.RightXAxis); // Rotate YRotation += rightAxisX * rotateInfluence; // Update cameras direction and rotation SetCameras(); }
public virtual void UpdateMovement() { if (HaltUpdateMovement) { return; } bool moveForward = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow); bool moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow); bool moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow); bool moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow); bool dpad_move = false; if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Up)) { moveForward = true; dpad_move = true; } if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Down)) { moveBack = true; dpad_move = true; } MoveScale = 1.0f; if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight)) { MoveScale = 0.70710678f; } // No positional movement if we are in the air if (!Controller.isGrounded) { MoveScale = 0.0f; } MoveScale *= SimulationRate * Time.deltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { moveInfluence *= 2.0f; } if (DirXform != null) { if (moveForward) { MoveThrottle += DirXform.TransformDirection(Vector3.forward * moveInfluence * transform.lossyScale.z); } if (moveBack) { MoveThrottle += DirXform.TransformDirection(Vector3.back * moveInfluence * transform.lossyScale.z) * BackAndSideDampen; } if (moveLeft) { MoveThrottle += DirXform.TransformDirection(Vector3.left * moveInfluence * transform.lossyScale.x) * BackAndSideDampen; } if (moveRight) { MoveThrottle += DirXform.TransformDirection(Vector3.right * moveInfluence * transform.lossyScale.x) * BackAndSideDampen; } } bool curHatLeft = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.LeftShoulder); if (curHatLeft && !prevHatLeft) { YRotation -= RotationRatchet; } prevHatLeft = curHatLeft; bool curHatRight = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.RightShoulder); if (curHatRight && !prevHatRight) { YRotation += RotationRatchet; } prevHatRight = curHatRight; //Use keys to ratchet rotation xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx if (Input.GetKeyDown(KeyCode.Q)) { StartCoroutine(WaitAndTurnL()); } if (Input.GetKeyDown(KeyCode.E)) { StartCoroutine(WaitAndTurnR()); } float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier; if (!SkipMouseRotation) { YRotation += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f; } moveInfluence = SimulationRate * Time.deltaTime * Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; #if !UNITY_ANDROID // LeftTrigger not avail on Android game pad moveInfluence *= 1.0f + OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftTrigger); #endif if (DirXform != null) { float leftAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftXAxis); float leftAxisY = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftYAxis); if (leftAxisY > 0.0f) { MoveThrottle += leftAxisY * DirXform.TransformDirection(Vector3.forward * moveInfluence); } if (leftAxisY < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisY) * DirXform.TransformDirection(Vector3.back * moveInfluence) * BackAndSideDampen; } if (leftAxisX < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisX) * DirXform.TransformDirection(Vector3.left * moveInfluence) * BackAndSideDampen; } if (leftAxisX > 0.0f) { MoveThrottle += leftAxisX * DirXform.TransformDirection(Vector3.right * moveInfluence) * BackAndSideDampen; } } float rightAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightXAxis); YRotation += rightAxisX * rotateInfluence; DirXform.rotation = Quaternion.Euler(0.0f, YRotation, 0.0f); transform.rotation = DirXform.rotation; if (HmdRotatesY) { float hmdY = CameraController.centerEyeAnchor.localRotation.eulerAngles.y; DirXform.rotation *= Quaternion.Euler(0.0f, hmdY, 0.0f); } }
/// <summary> /// Updates the movement. /// </summary> public virtual void UpdateMovement() { // Do not apply input if we are showing a level selection display if (HaltUpdateMovement == true) { return; } bool moveForward = false; bool moveLeft = false; bool moveRight = false; bool moveBack = false; MoveScale = 1.0f; // * * * * * * * * * * * // Keyboard input // Move // WASD if (Input.GetKey(KeyCode.W)) { moveForward = true; } if (Input.GetKey(KeyCode.A)) { moveLeft = true; } if (Input.GetKey(KeyCode.S)) { moveBack = true; } if (Input.GetKey(KeyCode.D)) { moveRight = true; } // Arrow keys if (Input.GetKey(KeyCode.UpArrow)) { moveForward = true; } if (Input.GetKey(KeyCode.LeftArrow)) { moveLeft = true; } if (Input.GetKey(KeyCode.DownArrow)) { moveBack = true; } if (Input.GetKey(KeyCode.RightArrow)) { moveRight = true; } if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight)) { MoveScale = 0.70710678f; } // No positional movement if we are in the air if (!Controller.isGrounded) { MoveScale = 0.0f; } MoveScale *= DeltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { moveInfluence *= 2.0f; } if (DirXform != null) { if (moveForward) { MoveThrottle += DirXform.TransformDirection(Vector3.forward * moveInfluence * transform.lossyScale.z); } if (moveBack) { MoveThrottle += DirXform.TransformDirection(Vector3.back * moveInfluence * transform.lossyScale.z) * BackAndSideDampen; } if (moveLeft) { MoveThrottle += DirXform.TransformDirection(Vector3.left * moveInfluence * transform.lossyScale.x) * BackAndSideDampen; } if (moveRight) { MoveThrottle += DirXform.TransformDirection(Vector3.right * moveInfluence * transform.lossyScale.x) * BackAndSideDampen; } } // Rotate // compute for key rotation float rotateInfluence = DeltaTime * RotationAmount * RotationScaleMultiplier; //reduce by half to avoid getting ill if (Input.GetKey(KeyCode.Q)) { YRotation -= rotateInfluence * 0.5f; } if (Input.GetKey(KeyCode.E)) { YRotation += rotateInfluence * 0.5f; } // * * * * * * * * * * * // Mouse input // Move // Rotate float deltaRotation = 0.0f; if (AllowMouseRotation == false) { deltaRotation = Input.GetAxis("Mouse X") * rotateInfluence * 3.25f; } float filteredDeltaRotation = (sDeltaRotationOld * 0.0f) + (deltaRotation * 1.0f); YRotation += filteredDeltaRotation; sDeltaRotationOld = filteredDeltaRotation; // * * * * * * * * * * * // XBox controller input // Compute this for xinput movement moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! moveInfluence *= 1.0f + OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.LeftTrigger); // Move if (DirXform != null) { float leftAxisY = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.LeftYAxis); float leftAxisX = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.LeftXAxis); if (leftAxisY > 0.0f) { MoveThrottle += leftAxisY * DirXform.TransformDirection(Vector3.forward * moveInfluence); } if (leftAxisY < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisY) * DirXform.TransformDirection(Vector3.back * moveInfluence) * BackAndSideDampen; } if (leftAxisX < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisX) * DirXform.TransformDirection(Vector3.left * moveInfluence) * BackAndSideDampen; } if (leftAxisX > 0.0f) { MoveThrottle += leftAxisX * DirXform.TransformDirection(Vector3.right * moveInfluence) * BackAndSideDampen; } } float rightAxisX = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.RightXAxis); // Rotate YRotation += rightAxisX * rotateInfluence; // Update cameras direction and rotation SetCameras(); }
public virtual void UpdateMovement() { if (HaltUpdateMovement) { return; } bool moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow); bool moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow); bool moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow); bool dpad_move = false; if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Left)) { moveForward = false; } if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Right)) { moveForward = false; } if (moveForward) { MoveScale = 2; } if (boosting) { if (boostStartTime + boostTime > Time.time) { MoveScale *= boostMultiplier; } else { boosting = false; } } if (stopped) { MoveScale = 0; } MoveScale *= SimulationRate * Time.deltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { moveInfluence *= 2.0f; } Quaternion ort = transform.rotation; Vector3 ortEuler = ort.eulerAngles; ortEuler.z = ortEuler.x = 0f; ort = Quaternion.Euler(ortEuler); if (moveForward) { MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward); } if (moveBack) { MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back); } if (moveLeft) { MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left); } if (moveRight) { MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right); } Vector3 euler = transform.rotation.eulerAngles; bool curHatLeft = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.LeftShoulder); if (curHatLeft && !prevHatLeft) { euler.y -= RotationRatchet; } prevHatLeft = curHatLeft; bool curHatRight = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.RightShoulder); if (curHatRight && !prevHatRight) { euler.y += RotationRatchet; } prevHatRight = curHatRight; //Use keys to ratchet rotation if (Input.GetKeyDown(KeyCode.Q)) { euler.y -= RotationRatchet; } if (Input.GetKeyDown(KeyCode.E)) { euler.y += RotationRatchet; } float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier; #if !UNITY_ANDROID || UNITY_EDITOR if (!SkipMouseRotation) { euler.y += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f; } #endif moveInfluence = SimulationRate * Time.deltaTime * Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; #if !UNITY_ANDROID // LeftTrigger not avail on Android game pad moveInfluence *= 1.0f + OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftTrigger); #endif float leftAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftXAxis); float leftAxisY = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftYAxis); if (leftAxisY > 0.0f) { MoveThrottle += ort * (leftAxisY * moveInfluence * Vector3.forward); } if (leftAxisY < 0.0f) { MoveThrottle += ort * (Mathf.Abs(leftAxisY) * moveInfluence * BackAndSideDampen * Vector3.back); } if (leftAxisX < 0.0f) { MoveThrottle += ort * (Mathf.Abs(leftAxisX) * moveInfluence * BackAndSideDampen * Vector3.left); } if (leftAxisX > 0.0f) { MoveThrottle += ort * (leftAxisX * moveInfluence * BackAndSideDampen * Vector3.right); } float rightAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightXAxis); euler.y += rightAxisX * rotateInfluence; transform.rotation = Quaternion.Euler(euler); if (Controller.isGrounded && MoveThrottle.y < 0) { MoveThrottle.y = 0; } }
public virtual void UpdateMovement() { if (HaltUpdateMovement) { return; } bool moveForward = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow); bool moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow); bool moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow); bool moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow); bool dpad_move = false; if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Up)) { moveForward = true; dpad_move = true; } if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Down)) { moveBack = true; dpad_move = true; } MoveScale = 1.0f; if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight)) { MoveScale = 0.70710678f; } if (!Controller.isGrounded) { MoveScale = 0; } //ZZ: button press for testing if (Input.GetKeyDown(KeyCode.W)) { if (isWalkAround == true) { isWalkAround = false; } else { isWalkAround = true; } } if (Input.GetKeyDown(KeyCode.A)) { if (isBreathAcceleration == true) { isBreathAcceleration = false; } else { isBreathAcceleration = true; } } if (Input.GetKeyDown(KeyCode.D)) { if (isBreathDeceleration == true) { isBreathDeceleration = false; } else { isBreathDeceleration = true; } } //ZZ: use Look Camera object to manipulate navigation when in air or walking around. if (isWalkAround) { Vector3 forwardDir = lookCamera.transform.forward; Vector3 forwardScaler = new Vector3(1, 0, 1) * moveForwardScale; Vector3 forwardFinal = Vector3.Scale(forwardDir, forwardScaler); Controller.Move(forwardFinal); } if (isFinal) { Vector3 forwardDir = lookCamera.transform.forward; Vector3 forwardScaler = new Vector3(1, 1, 1) * moveForwardScale; Vector3 forwardFinal = Vector3.Scale(forwardDir, forwardScaler); Controller.Move(forwardFinal); } //ZZ: use breath to manipulate falling speed when in air and breath accelerating. if (!Controller.isGrounded && isBreathAcceleration) { tempPos = this.transform.position; tempAcel += new Vector3(0, acelScale, 0); tempVel += tempAcel; Debug.Log("tempVel.y :" + tempVel.y + "acc"); tempPos += tempVel; this.transform.position = tempPos; } if (!Controller.isGrounded && isBreathDeceleration) { if (tempVel.y < -1 * moveDownScale) { isBreathAcceleration = false; tempPos = this.transform.position; tempVel.y += recoverScale; Debug.Log("tempVel.y :" + tempVel.y + "dec"); tempPos += tempVel; this.transform.position = tempPos; } else { isBreathDeceleration = false; } } MoveScale *= SimulationRate * Time.deltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { moveInfluence *= 2.0f; } Quaternion ort = transform.rotation; Vector3 ortEuler = ort.eulerAngles; ortEuler.z = ortEuler.x = 0f; ort = Quaternion.Euler(ortEuler); if (moveForward) { MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward); } if (moveBack) { MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back); } if (moveLeft) { MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left); } if (moveRight) { MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right); } bool curHatLeft = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.LeftShoulder); Vector3 euler = transform.rotation.eulerAngles; if (curHatLeft && !prevHatLeft) { euler.y -= RotationRatchet; } prevHatLeft = curHatLeft; bool curHatRight = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.RightShoulder); if (curHatRight && !prevHatRight) { euler.y += RotationRatchet; } prevHatRight = curHatRight; //Use keys to ratchet rotation if (Input.GetKeyDown(KeyCode.Q)) { euler.y -= RotationRatchet; } if (Input.GetKeyDown(KeyCode.E)) { euler.y += RotationRatchet; } float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier; if (!SkipMouseRotation) { euler.y += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f; } moveInfluence = SimulationRate * Time.deltaTime * Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; #if !UNITY_ANDROID // LeftTrigger not avail on Android game pad moveInfluence *= 1.0f + OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftTrigger); #endif float leftAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftXAxis); float leftAxisY = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftYAxis); if (leftAxisY > 0.0f) { MoveThrottle += ort * (leftAxisY * moveInfluence * Vector3.forward); } if (leftAxisY < 0.0f) { MoveThrottle += ort * (Mathf.Abs(leftAxisY) * moveInfluence * BackAndSideDampen * Vector3.back); } if (leftAxisX < 0.0f) { MoveThrottle += ort * (Mathf.Abs(leftAxisX) * moveInfluence * BackAndSideDampen * Vector3.left); } if (leftAxisX > 0.0f) { MoveThrottle += ort * (leftAxisX * moveInfluence * BackAndSideDampen * Vector3.right); } float rightAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightXAxis); euler.y += rightAxisX * rotateInfluence; transform.rotation = Quaternion.Euler(euler); }
public virtual void UpdateMovement() { if (HaltUpdateMovement) { return; } bool moveForward = hotkey.moveForward; bool moveLeft = hotkey.moveLeft; bool moveRight = hotkey.moveRight; bool moveBack = hotkey.moveBack; //adding moveing up and moving down functions bool moveUpDown = hotkey.moveY; bool dpad_move = false; if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Up)) { moveForward = true; dpad_move = true; } if (OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.Down)) { moveBack = true; dpad_move = true; } MoveScale = 1.0f; if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight)) { MoveScale = 0.70710678f; } // No positional movement if we are in the air // That is what you think if (!Controller.isGrounded) { MoveScale = NoGravityMovement; } MoveScale *= SimulationRate * Time.deltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (dpad_move || hotkey.run) { moveInfluence *= 2.0f; } Quaternion ort = (HmdRotatesY) ? CameraController.centerEyeAnchor.rotation : transform.rotation; Vector3 ortEuler = ort.eulerAngles; ortEuler.z = ortEuler.x = 0f; ort = Quaternion.Euler(ortEuler); if (moveForward) { if (moveUpDown) { MoveThrottle += ort * (transform.lossyScale.y * moveInfluence * Vector3.up); } else { MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward); } } if (moveBack) { if (moveUpDown) { MoveThrottle += ort * (transform.lossyScale.y * moveInfluence * Vector3.down); } else { MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back); } } if (moveLeft) { MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left); } if (moveRight) { MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right); } bool curHatLeft = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.LeftShoulder); Vector3 euler = transform.rotation.eulerAngles; if (curHatLeft && !prevHatLeft) { euler.y -= RotationRatchet; } prevHatLeft = curHatLeft; bool curHatRight = OVRGamepadController.GPC_GetButton(OVRGamepadController.Button.RightShoulder); if (curHatRight && !prevHatRight) { euler.y += RotationRatchet; } prevHatRight = curHatRight; //Use keys to ratchet rotation if (hotkey.ratchetLeft) { euler.y -= RotationRatchet; } if (hotkey.ratchetRight) { euler.y += RotationRatchet; } float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier; moveInfluence = SimulationRate * Time.deltaTime * Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; #if !UNITY_ANDROID // LeftTrigger not avail on Android game pad moveInfluence *= 1.0f + OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftTrigger); #endif float leftAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftXAxis); float leftAxisY = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftYAxis); if (leftAxisY > 0.0f) { MoveThrottle += ort * (leftAxisY * moveInfluence * Vector3.forward); } if (leftAxisY < 0.0f) { MoveThrottle += ort * (Mathf.Abs(leftAxisY) * moveInfluence * BackAndSideDampen * Vector3.back); } if (leftAxisX < 0.0f) { MoveThrottle += ort * (Mathf.Abs(leftAxisX) * moveInfluence * BackAndSideDampen * Vector3.left); } if (leftAxisX > 0.0f) { MoveThrottle += ort * (leftAxisX * moveInfluence * BackAndSideDampen * Vector3.right); } float rightAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightXAxis); euler.y += rightAxisX * rotateInfluence; transform.rotation = Quaternion.Euler(euler); }
public virtual void UpdateMovement() { // Do not apply input if we are showing a level selection display if (HaltUpdateMovement == true) { return; } bool moveForward = false; bool moveLeft = false; bool moveRight = false; bool moveBack = false; MoveScale = 1.0f; // * * * * * * * * * * * // Keyboard input // Move // WASD if (Input.GetKey(KeyCode.W)) { moveForward = true; } if (Input.GetKey(KeyCode.A)) { moveLeft = true; } if (Input.GetKey(KeyCode.S)) { moveBack = true; } if (Input.GetKey(KeyCode.D)) { moveRight = true; } // Arrow keys if (Input.GetKey(KeyCode.UpArrow)) { moveForward = true; } if (Input.GetKey(KeyCode.LeftArrow)) { moveLeft = true; } if (Input.GetKey(KeyCode.DownArrow)) { moveBack = true; } if (Input.GetKey(KeyCode.RightArrow)) { moveRight = true; } if (Input.GetKeyDown(KeyCode.R) || Input.GetButtonDown("ButtonStart")) { Reset(); } if (Input.GetKeyDown(KeyCode.Tab)) { SwitchItem(); } float lt = Input.GetAxis("TriggersL_1"); float rt = Input.GetAxis("TriggersR_1"); if (!LeftTriggerDown && lt == 1) { SwitchItem(true); LeftTriggerDown = true; } else if (LeftTriggerDown && lt == -1) { LeftTriggerDown = false; } if (!RightTriggerDown && rt == 1) { SwitchItem(false); RightTriggerDown = true; } else if (RightTriggerDown && rt == -1) { RightTriggerDown = false; } if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight)) { MoveScale = 0.70710678f; } // No positional movement if we are in the air //if (!Controller.isGrounded) //MoveScale = 0.0f; if (Input.GetButtonDown("ButtonA") || Input.GetKeyDown(KeyCode.Space)) { Jump(); } //if(JumpItem != null) { if ((Input.GetKeyDown(KeyCode.F) || Input.GetButtonDown("ButtonB")) && JumpItem.isUsable) { JumpItem.Activate(); } JumpItem.Update(); //} MoveScale *= DeltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { moveInfluence *= 2.0f; } if (DirXform != null) { if (moveForward) { MoveThrottle += DirXform.TransformDirection(Vector3.forward * moveInfluence); } if (moveBack) { MoveThrottle += DirXform.TransformDirection(Vector3.back * moveInfluence) * BackAndSideDampen; } if (moveLeft) { MoveThrottle += DirXform.TransformDirection(Vector3.left * moveInfluence) * BackAndSideDampen; } if (moveRight) { MoveThrottle += DirXform.TransformDirection(Vector3.right * moveInfluence) * BackAndSideDampen; } } // Rotate // compute for key rotation float rotateInfluence = DeltaTime * RotationAmount * RotationScaleMultiplier; //reduce by half to avoid getting ill if (Input.GetKey(KeyCode.Q)) { YRotation -= rotateInfluence * 0.5f; } if (Input.GetKey(KeyCode.E)) { YRotation += rotateInfluence * 0.5f; } // * * * * * * * * * * * // Mouse input // Move // Rotate float deltaRotation = 0.0f; if (AllowMouseRotation == false) { deltaRotation = Input.GetAxis("R_XAxis_0") * rotateInfluence * 3.25f; } float filteredDeltaRotation = (sDeltaRotationOld * 0.0f) + (deltaRotation * 1.0f); YRotation += filteredDeltaRotation; sDeltaRotationOld = filteredDeltaRotation; // * * * * * * * * * * * // XBox controller input // Compute this for xinput movement moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; float leftAxisY = Input.GetAxis("L_YAxis_1"); float leftAxisX = Input.GetAxis("L_XAxis_1"); float axisStrength = Mathf.Abs(leftAxisY) > Mathf.Abs(leftAxisX) ? Mathf.Abs(leftAxisY) : Mathf.Abs(leftAxisX); // Run! moveInfluence *= 1.0f + axisStrength; // Move if (DirXform != null) { if (leftAxisY > 0.0f) { MoveThrottle += leftAxisY * DirXform.TransformDirection(Vector3.forward * moveInfluence); } if (leftAxisY < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisY) * DirXform.TransformDirection(Vector3.back * moveInfluence) * BackAndSideDampen; } if (leftAxisX < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisX) * DirXform.TransformDirection(Vector3.left * moveInfluence) * BackAndSideDampen; } if (leftAxisX > 0.0f) { MoveThrottle += leftAxisX * DirXform.TransformDirection(Vector3.right * moveInfluence) * BackAndSideDampen; } } float rightAxisX = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.RightXAxis); // Rotate YRotation += rightAxisX * rotateInfluence; if (transform.position.y < 0) { Stop(); Die(); } // Update cameras direction and rotation SetCameras(); }
/// <summary> /// Updates the player's movement. /// </summary> public virtual void UpdateMovement() { // Do not apply input if we are showing a level selection display if (HaltUpdateMovement == true) { return; } bool moveForward = false; bool moveLeft = false; bool moveRight = false; bool moveBack = false; MoveScale = 1.0f; // * * * * * * * * * * * // Keyboard input // Move // WASD if (Input.GetKey(KeyCode.W)) { moveForward = true; } if (Input.GetKey(KeyCode.A)) { moveLeft = true; } if (Input.GetKey(KeyCode.S)) { moveBack = true; } if (Input.GetKey(KeyCode.D)) { moveRight = true; } // Arrow keys if (Input.GetKey(KeyCode.UpArrow)) { moveForward = true; } if (Input.GetKey(KeyCode.LeftArrow)) { moveLeft = true; } if (Input.GetKey(KeyCode.DownArrow)) { moveBack = true; } if (Input.GetKey(KeyCode.RightArrow)) { moveRight = true; } if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight)) { MoveScale = 0.70710678f; } // No positional movement if we are in the air if (!Controller.isGrounded) { MoveScale = 0.0f; } MoveScale *= OVRDevice.FrameRate * Time.deltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { moveInfluence *= 2.0f; } if (DirXform != null) { if (moveForward) { MoveThrottle += DirXform.TransformDirection(Vector3.forward * moveInfluence * transform.lossyScale.z); } if (moveBack) { MoveThrottle += DirXform.TransformDirection(Vector3.back * moveInfluence * transform.lossyScale.z) * BackAndSideDampen; } if (moveLeft) { MoveThrottle += DirXform.TransformDirection(Vector3.left * moveInfluence * transform.lossyScale.x) * BackAndSideDampen; } if (moveRight) { MoveThrottle += DirXform.TransformDirection(Vector3.right * moveInfluence * transform.lossyScale.x) * BackAndSideDampen; } } // Rotate // IMPORTANT ANDROID NOTE: // As of Unity 4.4b2, the right thumbstick on the Samsung gamepad is not identified // automatically. You must go to edit->project_settings->input and set // Right_X_Axis Axis to "14th axis (Joysticks)" // Right_Y_Axis Axis to "15th axis (Joysticks)" // compute for key rotation float rotateInfluence = OVRDevice.FrameRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier; //reduce by half to avoid getting ill if (Input.GetKey(KeyCode.Q)) { YRotation -= rotateInfluence * 0.5f; } if (Input.GetKey(KeyCode.E)) { YRotation += rotateInfluence * 0.5f; } // * * * * * * * * * * * // Mouse input // Move // Rotate float deltaRotation = 0.0f; if (SkipMouseRotation == false) { deltaRotation = Input.GetAxis("Mouse X") * rotateInfluence * 3.25f; } float filteredDeltaRotation = (sDeltaRotationOld * 0.0f) + (deltaRotation * 1.0f); YRotation += filteredDeltaRotation; sDeltaRotationOld = filteredDeltaRotation; // * * * * * * * * * * * // XBox controller input // Compute this for xinput movement moveInfluence = OVRDevice.FrameRate * Time.deltaTime * Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; #if (!UNITY_ANDROID) // LeftTrigger not avail on Android game pad // Run! moveInfluence *= 1.0f + OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftTrigger); #endif // Move if (DirXform != null) { float leftAxisY = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftYAxis); float leftAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.LeftXAxis); if (leftAxisY > 0.0f) { MoveThrottle += leftAxisY * DirXform.TransformDirection(Vector3.forward * moveInfluence); } if (leftAxisY < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisY) * DirXform.TransformDirection(Vector3.back * moveInfluence) * BackAndSideDampen; } if (leftAxisX < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisX) * DirXform.TransformDirection(Vector3.left * moveInfluence) * BackAndSideDampen; } if (leftAxisX > 0.0f) { MoveThrottle += leftAxisX * DirXform.TransformDirection(Vector3.right * moveInfluence) * BackAndSideDampen; } } float rightAxisX = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightXAxis); #if (UNITY_ANDROID && !UNITY_EDITOR) // TODO: Only enable when sensor not active float rightAxisY = 0.0f; #else float rightAxisY = OVRGamepadController.GPC_GetAxis(OVRGamepadController.Axis.RightYAxis); #endif // Rotate YRotation += rightAxisX * rotateInfluence; XRotation += rightAxisY * rotateInfluence; // no idea why YRotation uses X axis and vice versa // Update cameras direction and rotation SetCameras(); }
public virtual void UpdateMovement() { // Do not apply input if we are showing a level selection display if (HaltUpdateMovement == true) { return; } bool moveForward = false; bool moveLeft = false; bool moveRight = false; bool moveBack = false; bool moveUp = false; bool moveDown = false; MoveScale = 1.0f; //Debug.Log("in drop is" + inDrop); if (nav_obj.remainingDistance >= 3.0f && inDrop == false) // { nav_obj.speed = 7.0f; } // * * * * * * * * * * * // Keyboard input // Move // WASD if (Input.GetKey(KeyCode.W)) { moveUp = true; } if (Input.GetKey(KeyCode.A)) { moveLeft = true; } if (Input.GetKey(KeyCode.S)) { moveDown = true; } if (Input.GetKey(KeyCode.D)) { moveRight = true; } if ((Input.GetKey(KeyCode.T) || uniWii.buttonAPressed) && globalObj.currentStamina > 0) { moveForward = true; } if (Input.GetKey(KeyCode.R)) { moveBack = true; //|| uniWii.YAccel > 135.0f } int c = uniWii.wiiCount; if (c > 0) { // if(uniWii.YAccel < 120.0f || uniWii.YAccel > 140.0f) // { // // gameObject.rigidbody.AddForce(0,0,-500); // } if ((uniWii.YAccel > 160.0f) && (uniWii.pitch > 45.0f && uniWii.pitch < 150.0f) //&& //((uniWii.roll < -120 && uniWii.roll > -180) || (uniWii.roll > 120 && uniWii.roll < 180)) ) //uniWii.YAccel < 120.0f || { //nav_obj.speed += 4.0f; moveForward = true; //gameObject.rigidbody.velocity += // Forward thrust control for Wii //nav_obj.speed += 1; } else if ((uniWii.ZAccel < 95.0f || uniWii.ZAccel > 180.0f) && (uniWii.pitch < -125.0f && uniWii.pitch > -180.0f) || (uniWii.pitch > 155.0f && uniWii.pitch < 180.0f)) { moveBack = true; //gameObject.rigidbody.AddForce(0,0,500); } else if (uniWii.roll < -45 && uniWii.roll > -145) { moveLeft = true; } else if (uniWii.roll > 45 && uniWii.roll < 145) { moveRight = true; } // { // // gameObject.rigidbody.velocity.Set(0,0,-10000); // } } // Arrow keys if (Input.GetKey(KeyCode.UpArrow) || uniWii.buttonUpPressed) { moveUp = true; } if (Input.GetKey(KeyCode.LeftArrow) || uniWii.buttonLeftPressed) { moveLeft = true; } if (Input.GetKey(KeyCode.DownArrow) || uniWii.buttonDownPressed) { moveDown = true; } if (Input.GetKey(KeyCode.RightArrow) || uniWii.buttonRightPressed) { moveRight = true; } if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight)) { MoveScale = 0.70710678f; } // No positional movement if we are in the air //if (!Controller.isGrounded) //MoveScale = 0.0f; MoveScale *= DeltaTime; // Compute this for key movement float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { moveInfluence *= 2.0f; } if (DirXform != null) { if (moveForward) { if (nav_obj.remainingDistance >= 15.0f) //&& (nav_obj.remainingDistance != float.NegativeInfinity && nav_obj.remainingDistance != float.PositiveInfinity)) { nav_obj.speed = 20.0f; obs_nav_obj.speed = 20.0f; // Decrease stamina globalObj.currentStamina -= Constants.STAMINA_DEC_RATE; } else { MoveThrottle += DirXform.TransformDirection(Vector3.forward * moveInfluence); //nav_obj.speed = nav_obj.remainingDistance; } } if (moveBack) { if (nav_obj.remainingDistance >= float.Epsilon) //&& (nav_obj.remainingDistance != float.NegativeInfinity && nav_obj.remainingDistance != float.PositiveInfinity)) { nav_obj.speed = 2.0f; obs_nav_obj.speed = 1.0f; // Decrease stamina globalObj.currentStamina -= Constants.STAMINA_DEC_RATE; } else { MoveThrottle += DirXform.TransformDirection(Vector3.back * moveInfluence) * BackAndSideDampen; } } if (moveLeft) { if (nav_obj.remainingDistance >= 15.0f) //&& (nav_obj.remainingDistance != float.NegativeInfinity && nav_obj.remainingDistance != float.PositiveInfinity)) { nav_obj.transform.position += DirXform.TransformDirection(Vector3.left * moveInfluence) * BackAndSideDampen * 10.0f; } else { MoveThrottle += DirXform.TransformDirection(Vector3.left * moveInfluence) * BackAndSideDampen; } } if (moveRight) { if (nav_obj.remainingDistance >= 15.0f) //&& (nav_obj.remainingDistance != float.NegativeInfinity && nav_obj.remainingDistance != float.PositiveInfinity)) { nav_obj.transform.position += DirXform.TransformDirection(Vector3.right * moveInfluence) * BackAndSideDampen * 10.0f; } else { MoveThrottle += DirXform.TransformDirection(Vector3.right * moveInfluence) * BackAndSideDampen; } } if (moveUp) { MoveThrottle += DirXform.TransformDirection(Vector3.up * moveInfluence); } if (moveDown) { MoveThrottle += DirXform.TransformDirection(Vector3.down * moveInfluence) * BackAndSideDampen; } } // Rotate // compute for key rotation float rotateInfluence = DeltaTime * RotationAmount * RotationScaleMultiplier; //reduce by half to avoid getting ill if (Input.GetKey(KeyCode.Q)) { YRotation -= rotateInfluence * 0.5f; } if (Input.GetKey(KeyCode.E)) { YRotation += rotateInfluence * 0.5f; } // * * * * * * * * * * * // Mouse input // Move // Rotate float deltaRotation = 0.0f; if (AllowMouseRotation == false) { deltaRotation = Input.GetAxis("Mouse X") * rotateInfluence * 3.25f; } float filteredDeltaRotation = (sDeltaRotationOld * 0.0f) + (deltaRotation * 1.0f); YRotation += filteredDeltaRotation; sDeltaRotationOld = filteredDeltaRotation; // * * * * * * * * * * * // XBox controller input // Compute this for xinput movement moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; // Run! moveInfluence *= 1.0f + OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.LeftTrigger); // Move if (DirXform != null) { float leftAxisY = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.LeftYAxis); float leftAxisX = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.LeftXAxis); if (leftAxisY > 0.0f) { MoveThrottle += leftAxisY * DirXform.TransformDirection(Vector3.forward * moveInfluence); } if (leftAxisY < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisY) * DirXform.TransformDirection(Vector3.back * moveInfluence) * BackAndSideDampen; } if (leftAxisX < 0.0f) { MoveThrottle += Mathf.Abs(leftAxisX) * DirXform.TransformDirection(Vector3.left * moveInfluence) * BackAndSideDampen; } if (leftAxisX > 0.0f) { MoveThrottle += leftAxisX * DirXform.TransformDirection(Vector3.right * moveInfluence) * BackAndSideDampen; } } float rightAxisX = OVRGamepadController.GPC_GetAxis((int)OVRGamepadController.Axis.RightXAxis); // Rotate YRotation += rightAxisX * rotateInfluence; // Auto orientation if (nav_obj.remainingDistance >= 15.0f) //&& (nav_obj.remainingDistance != float.NegativeInfinity && nav_obj.remainingDistance != float.PositiveInfinity)) { YRotation = nav_obj.transform.rotation.eulerAngles.y; } // Update cameras direction and rotation SetCameras(); }