private void FixedUpdate() { // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); if (Input.GetKey("a") && Input.GetKey("d")) { h = 0; } else if (Input.GetKey("a")) { h = -1; } else if (Input.GetKey("d")) { h = 1; } else { h = 0; } // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = CrossPlatformInputManager.GetAxis("Vertical"); crouch = false; #if MOBILE_INPUT crouch = (v < crouchSensibility) ? true : false; #else if (crouchKey == KeyCode.None) { //There is no sensibility on PC (at least not if you don't plays with joystick) crouch = (v < crouchSensibility) ? true : false; } else { crouch = Input.GetKey(crouchKey); } #endif // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; }
private void FixedUpdate() { bool crouch = false; // Read the inputs. if (crouchEnabled) { crouch = Input.GetKey(KeyCode.LeftControl); } float h = autoRunSpeed; if (!autoRunRight) { h = CrossPlatformInputManager.GetAxis("Horizontal"); } if (stoped) { h = 0; } // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); //float h = CrossPlatformInputManager.GetAxis("Horizontal"); //my code float h = 0; if (CoopWorldInput.GetKey(coopPlayerId, CoopWorldInput.CoopKeyCode.Left)) { h = -1; Debug.Log("Moving Character Left"); } else if (CoopWorldInput.GetKey(coopPlayerId, CoopWorldInput.CoopKeyCode.Right)) { h = 1; Debug.Log("Moving Character Right"); } //float h = CoopWorldInput; // CrossPlatformInputManager.VirtualButton btn = new CrossPlatformInputManager.VirtualButton ("remoteLeft"); // CrossPlatformInputManager.RegisterVirtualButton (btn); // if (Input.GetKeyDown (KeyCode.K)) { // btn.Pressed (); // } // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; }
private void FixedUpdate() { if (pause) { return; } if (moving) { // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; } else { stunCooldownCounter += Time.deltaTime; if (stunCooldownCounter >= stunCooldown) { moving = true; this.gameObject.transform.Find("Stun").gameObject.SetActive(false); stunCooldownCounter = 0; } } }
private void FixedUpdate() { if (hasMagneticArm) { if (Input.GetKeyDown(KeyCode.X)) { trykker = true; } if (Input.GetKeyUp(KeyCode.X)) { trykker = false; } if (trykker) { foreach (Collider2D collider in Physics2D.OverlapCircleAll(transform.position, 1f)) { if (collider.tag == "Magnet") { Debug.Log("Fant " + collider.gameObject.name); var rigbod = GetComponent <Rigidbody2D> (); rigbod.AddForce((collider.transform.position - transform.position).normalized * 60f); break; } } } } // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; }
private void FixedUpdate() { float h = CrossPlatformInputManager.GetAxis("Horizontal"); m_Character.Move(h, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = 0.0f; // Pass all parameters to the character control script. m_Character.Move(h, v, crouch, m_Jump); m_Jump = false; if (isClimbing) { v = CrossPlatformInputManager.GetAxis("Vertical"); m_Character.Move(h, v, crouch, m_Jump); } }
private void FixedUpdate() { burst = GameObject.Find("BurstingFire"); // Read the inputs. bool crouch = false; float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Debug.Log(h); if (h > 0.35f) { h = 1; } else { if (h < -0.35f) { h = -1; } else { h = 0; } } burst.gameObject.SendMessage("TaraDirectionReciver", h); // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; }
private void FixedUpdate() { //if (AP <= 0) { // print ("out of ap!"); // m_Character.Move(0, false, false); // return; //} // Read the inputs. bool crouch = false; //Input.GetKey(KeyCode.LeftControl); float h = Input.GetAxis("Horizontal"); // We're not using andriod anymore so f**k this -> Input.acceleration.x; float input = h; if (Mathf.Abs(hbuff) > Mathf.Abs(input)) { h = 0; } //if (h != 0) { // AP -= 1; //} //print ("fuckyou"); //print (AP); //print(h); //print("are u getting called?!?!?" + " " + h + " " + m_Jump); // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; hbuff = input; }
private void FixedUpdate() { // Read the inputs. float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, false, false); }
private void FixedUpdate() { // Read the inputs. // Pass all parameters to the character control script. m_Character.Move(h * Time.fixedDeltaTime, false, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. float h = CrossPlatformInputManager.GetAxis("Horizontal"); m_Character.Move(h, m_Jump, isJumpPressed); m_Jump = false; }
public void FixedUpdate() { bool crouch = Input.GetKey(KeyCode.LeftControl); float h = CrossPlatformInputManager.GetAxis("Horizontal"); m_Character.Move(h, crouch, m_Jump); m_Jump = false; }
private void FixedUpdate() { float h = Input.GetAxis("Horizontal"); m_Character.Move(h, m_Jump, m_Dash); m_Jump = false; m_Dash = false; }
private void FixedUpdate() { float h = invertedHor * CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Character.Basic_Attack(basic_attack, h); basic_attack = false; m_Jump = false; }
private void FixedUpdate() { bool crouch = Input.GetKey(KeyCode.LeftControl); // Read the inputs. float h = CrossPlatformInputManager.GetAxis("Horizontal"); m_Character.Move(h, crouch, m_Jump); // Pass all parameters to the character control script. m_Jump = false; }
private void FixedUpdate() { // Pass all parameters to the character control script. bool powerUp = TriggerPowerUpScript.powerUp; float h = CnInputManager.GetAxis("Horizontal"); m_Character.Move(h, m_Jump, powerUp); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); // Pass all parameters to the character control script. m_Character.Move(m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. float v = CrossPlatformInputManager.GetAxis("Vertical"); float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, v > 0, v < 0, !m_shot && CrossPlatformInputManager.GetButton("Fire1")); m_shot = CrossPlatformInputManager.GetButton("Fire1"); }
private void FixedUpdate() { // Read the inputs. bool slide = Input.GetKey(KeyCode.DownArrow); float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, slide, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. character.Move(h, isCrouched, isJumping); character.Attack(isAttacking); isJumping = false; }
private void FixedUpdate() { // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); Vector3 transformVector = new Vector3(CrossPlatformInputManager.GetAxis("Horizontal"), CrossPlatformInputManager.GetAxis("Vertical"), 0); // Pass all parameters to the character control script. m_Character.Move(transformVector, crouch, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. // bool crouch = CrossPlatformInputManager.GetButton("Crouch"); float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. bool crouch = false;// CrossPlatformInputManager.GetAxis(yAxis) < -0.1f; float h = CrossPlatformInputManager.GetAxis(xAxis); // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. bool crouch = CrossPlatformInputManager.GetButton(m_CrouchButton);//Input.GetKey(KeyCode.S); bool attack = CrossPlatformInputManager.GetButton(m_AttackButton); float h = CrossPlatformInputManager.GetAxis(m_HorizontalAxis); // Pass all parameters to the character control script. m_Character.Move(h, crouch, attack, m_Jump); m_Jump = false; }
private void FixedUpdate() { // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); // Pass all parameters to the character control script. m_Character.Move(m_HorizontalMove * Time.fixedDeltaTime, crouch, m_Jump); m_Character.Shoot(m_Shoot); m_Jump = false; m_Shoot = false; }
private void FixedUpdate() { // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); float h = Input.GetAxis(_GetAxis); // Pass all parameters to the character control script. _Character.Move(h, crouch, _Jumping); _Jumping = false; }
private void FixedUpdate() { // Read the inputs. //No crouch ability, always false. Left code for potential future use //bool crouch = Input.GetKey(KeyCode.LeftControl); float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, false, m_Jump); m_Jump = false; }