Example #1
0
    // Update is called once per frame
    void Update()
    {
#if CROSS_PLATFORM_INPUT
        if (CrossPlatformInput.GetButtonDown("Jump"))
        {
            playerJump();
        }
        float h = CrossPlatformInput.GetAxis("Horizontal");
#else
        if (Input.GetButtonDown("Jump"))
        {
            playerJump();
        }
        float h = Input.GetAxis("Horizontal");
#endif
        charged = Input.GetKey(KeyCode.LeftControl);
        if (Input.GetButtonDown("Fire1") && inventory.menuItems.Count != 0 && behaviour.currentItem != 0)
        {
            behaviour.useItem();
        }
        if (Input.GetAxis("Mouse ScrollWheel") != 0 && inventory.menuItems.Count != 0)
        {
            behaviour.switchItem((int)Mathf.Sign(Input.GetAxis("Mouse ScrollWheel")));
        }
        playerMove(h);
    }
Example #2
0
    // Fixed update is called in sync with physics
    void FixedUpdate()
    {
        // read inputs
        bool  crouch = Input.GetKey(KeyCode.C);
        bool  jump   = CrossPlatformInput.GetButton("Jump");
        float h      = CrossPlatformInput.GetAxis("Horizontal");
        float v      = CrossPlatformInput.GetAxis("Vertical");

        // calculate move direction to pass to character
        Vector3 camForward = Vector3.Scale(cam.forward, new Vector3(1, 0, 1)).normalized;
        Vector3 move       = v * camForward + h * cam.right;

                #if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8)
        // On standalone builds, walk/run speed is modified by a key press.
        bool walkToggle = Input.GetKey(KeyCode.LeftShift);
        // We select appropriate speed based on whether we're walking by default, and whether the walk/run toggle button is pressed:
        float walkMultiplier = (walkByDefault ? walkToggle ? 1 : 0.5f : walkToggle ? 0.5f : 1);
        move *= walkMultiplier;
                #endif

        // On mobile, it's controlled in analogue fashion by the v input value, and therefore needs no special handling.


        // calculate the head look target position
        lookPos = lookInCameraDirection && cam != null
                          ? transform.position + cam.forward * 100
                          : transform.position + transform.forward * 100;

        // pass all parameters to the character control script
        character.Move(move, crouch, jump, lookPos);
    }
Example #3
0
    void FixedUpdate()
    {
        // Read the inputs.
        bool shooting = false;

                #if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis("Horizontal");
        float v = CrossPlatformInput.GetAxis("Vertical");

        if (CrossPlatformInput.GetButton("FireLeft"))
        {
            shooting       = true;
            shootDirection = Direction.LEFT;
        }
        else if (CrossPlatformInput.GetButton("FireRight"))
        {
            shooting       = true;
            shootDirection = Direction.RIGHT;
        }
                #else
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
                #endif

        // Pass all parameters to the character control script.
        character.Move(h, v);

        if (shooting)
        {
            character.shoot(shootDirection);
        }
    }
Example #4
0
    // Token: 0x06005264 RID: 21092 RVA: 0x001C4838 File Offset: 0x001C2C38
    private void UpdateInput()
    {
        if (VRCInputManager.comfortTurning)
        {
            return;
        }
        base.transform.localRotation = this.originalRotation;
        if (this.relative)
        {
            float num  = CrossPlatformInput.GetAxis("Mouse X");
            float num2 = CrossPlatformInput.GetAxis("Mouse Y");
            num  += this.inLookHorizontal.axis * this.controllerRotationSpeed;
            num2 -= this.inLookVertical.axis * this.controllerRotationSpeed;
            if (this.targetAngles.y > 180f)
            {
                this.targetAngles.y = this.targetAngles.y - 360f;
                this.followAngles.y = this.followAngles.y - 360f;
            }
            if (this.targetAngles.x > 180f)
            {
                this.targetAngles.x = this.targetAngles.x - 360f;
                this.followAngles.x = this.followAngles.x - 360f;
            }
            if (this.targetAngles.y < -180f)
            {
                this.targetAngles.y = this.targetAngles.y + 360f;
                this.followAngles.y = this.followAngles.y + 360f;
            }
            if (this.targetAngles.x < -180f)
            {
                this.targetAngles.x = this.targetAngles.x + 360f;
                this.followAngles.x = this.followAngles.x + 360f;
            }
            this.targetAngles.y = this.targetAngles.y + num * this.rotationSpeed;
            this.targetAngles.x = this.targetAngles.x + num2 * this.rotationSpeed;
            this.targetAngles.y = Mathf.Clamp(this.targetAngles.y, -this.rotationRange.y * 0.5f, this.rotationRange.y * 0.5f);
            this.targetAngles.x = Mathf.Clamp(this.targetAngles.x, this.rotationRange.x, this.rotationRange.z);
        }
        else
        {
            float num  = Input.mousePosition.x;
            float num2 = Input.mousePosition.y;
            this.targetAngles.y = Mathf.Lerp(-this.rotationRange.y * 0.5f, this.rotationRange.y * 0.5f, num / (float)Screen.width);
            this.targetAngles.x = Mathf.Lerp(this.rotationRange.x, this.rotationRange.z, num2 / (float)Screen.height);
        }
        this.followAngles            = Vector3.SmoothDamp(this.followAngles, this.targetAngles, ref this.followVelocity, this.dampingTime);
        base.transform.localRotation = this.originalRotation * Quaternion.Euler(-this.followAngles.x, this.followAngles.y, 0f);
        float   num3          = Mathf.Clamp(this.followAngles.x - this.originalEulers.x, -60f, 60f);
        Vector3 localPosition = this.originalPosition;

        if (num3 < 0f)
        {
            localPosition.y += this.neckLookDownDist * num3 / 60f;
        }
        if (num3 > 0f)
        {
            localPosition.y -= this.neckLookUpDist * num3 / 60f;
        }
        base.transform.localPosition = localPosition;
    }
    void Update()
    {
        // Get the axis and jump input.

                #if CROSS_PLATFORM_INPUT
        jump = CrossPlatformInput.GetButton("Jump");
        float h = CrossPlatformInput.GetAxis("Horizontal");
        float v = CrossPlatformInput.GetAxis("Vertical");
                #else
        jump = Input.GetButton("Jump");
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
                #endif


        // calculate move direction
        if (cam != null)
        {
            // calculate camera relative direction to move:
            camForward = Vector3.Scale(cam.forward, new Vector3(1, 0, 1)).normalized;
            move       = (v * camForward + h * cam.right).normalized;
        }
        else
        {
            // we use world-relative directions in the case of no main camera
            move = (v * Vector3.forward + h * Vector3.right).normalized;
        }
    }
Example #6
0
    void FixedUpdate()
    {
        bool jumpActive = (Input.GetButtonDown("Jump") && joueur == 1) || (Input.GetButtonDown("Jump2") && joueur == 2);
        bool nitro      = (Input.GetKey(KeyCode.LeftShift) && joueur == 1) || (Input.GetKey(KeyCode.RightShift) && joueur == 2);

        if (nitro)
        {
            nitroBar.value -= nitroConsumption;
        }

        // pass the input to the car!
                #if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis(horizontal);
        float v = CrossPlatformInput.GetAxis(vertical);
        bool  f = (Input.GetButtonDown("Fire1") && joueur == 1) || (Input.GetButtonDown("Fire2") && joueur == 2);
                #else
        float h = Input.GetAxis(horizontal);
        float v = Input.GetAxis(vertical);
        bool  f = Input.GetButton("Fire1");
                #endif
        car.Move(h, v, jumpActive, nitro);
        if (Time.time > nextFire && f)
        {
            car.Shoot(f);
            shootCount++;
            //Debug.Log("Shoot Count : " + shootCount.ToString());
            nextFire = Time.time + fireRate;
            f        = false;
        }
    }
Example #7
0
    void FixedUpdate()
    {
        //if (networkView.isMine)
        // {

        // Read input for the pitch, yaw, roll and throttle of the aeroplane.
        //#if CROSS_PLATFORM_INPUT
        float roll      = CrossPlatformInput.GetAxis("ROLL");
        float pitch     = CrossPlatformInput.GetAxis("PITCH");
        float yaw       = CrossPlatformInput.GetAxis("YAW");
        bool  airBrakes = CrossPlatformInput.GetButton("THROTTLE");

        /*#else
         *              float roll = Input.GetAxis("Horizontal");
         *              float pitch = Input.GetAxis("Vertical");
         *              bool airBrakes = Input.GetButton("Fire1");
         * //#endif
         */
        // auto throttle up, or down if braking.
        float throttle = airBrakes ? -1 : 1;

        AdjustInputForMobileControls(ref roll, ref pitch, ref throttle);


        // Pass the input to the aeroplane
        aeroplane.Move(roll, pitch, yaw, throttle, airBrakes);
        //}
    }
Example #8
0
    void FixedUpdate()
    {
        // pass the input to the car!
                #if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis(horizontal);
        float v = CrossPlatformInput.GetAxis(vertical);

        q = nitro = Input.GetKey(KeyCode.Q);
        e = nitro = Input.GetKey(KeyCode.E);

        if (Input.GetKeyDown("f"))
        {
            car.GetComponent <CarStatus>().LaunchPowerUp();
        }

        nitro = Input.GetKey(KeyCode.LeftShift);

        car.GetComponent <CarStatus>().ConsumeNitro(nitro);

        jump = Input.GetKey(KeyCode.Space);

        car.GetComponent <CarStatus>().Jump(jump);
                #else
        float h = Input.GetAxis(horizontal);
        float v = Input.GetAxis(vertical);
                #endif
        car.Move(h, v, q, e);
    }
    // Fixed update is called in sync with physics
    void FixedUpdate()
    {
        // read inputs
        bool crouch = Input.GetKey(KeyCode.C);

                #if CROSS_PLATFORM_INPUT
        bool  jump = CrossPlatformInput.GetButton("Jump");
        float h    = CrossPlatformInput.GetAxis("Horizontal");
        float v    = CrossPlatformInput.GetAxis("Vertical");
                #else
        bool  jump = Input.GetButton("Jump");
        float h    = Input.GetAxis("Horizontal");
        float v    = Input.GetAxis("Vertical");
                #endif

        // calculate move direction to pass to character
        if (cam != null && (lastH != h || lastV != v))
        {
            // calculate camera relative direction to move:
            camForward = Vector3.Scale(cam.forward, new Vector3(1, 0, 1)).normalized;
            move       = v * camForward + h * cam.right;
        }
        else if (cam == null)
        {
            // we use world-relative directions in the case of no main camera
            move = v * Vector3.forward + h * Vector3.right;
        }
        else
        {
            move.Normalize();
        }
        lastH = h; lastV = v;

        if (move.magnitude > 1)
        {
            move.Normalize();
        }

                #if !MOBILE_INPUT
        // On non-mobile builds, walk/run speed is modified by a key press.
        bool walkToggle = Input.GetKey(KeyCode.LeftShift);
        // We select appropriate speed based on whether we're walking by default, and whether the walk/run toggle button is pressed:
        float walkMultiplier = (walkByDefault ? walkToggle ? 1 : 0.5f : walkToggle ? 0.5f : 1);
        move *= walkMultiplier;
                #endif

        // On mobile, walk/run speed is controlled in analogue fashion by the v input value, and therefore needs no special handling.
        // *hence no code here!*



        // calculate the head look target position
        lookPos = (lookInCameraDirection && cam != null)
                          ? transform.position + cam.forward * 100
                          : transform.position + transform.forward * 100;

        // pass all parameters to the character control script
        character.Move(move, crouch, jump, lookPos);
    }
    private void FixedUpdate()
    {
        bool  key  = Input.GetKey(KeyCode.LeftControl);
        float axis = CrossPlatformInput.GetAxis("Horizontal");

        this.character.Move(axis, key, this.jump);
        this.jump = false;
    }
Example #11
0
    void FixedUpdate()
    {
        // pass the input to the car!
        float h = CrossPlatformInput.GetAxis("Horizontal");
        float v = CrossPlatformInput.GetAxis("Vertical");

        car.Move(h, v);
    }
Example #12
0
    private void FixedUpdate()
    {
        float axis  = CrossPlatformInput.GetAxis("Mouse X");
        float axis2 = CrossPlatformInput.GetAxis("Mouse Y");
        float axis3 = CrossPlatformInput.GetAxis("Horizontal");
        float axis4 = CrossPlatformInput.GetAxis("Vertical");

        this.AdjustInputForMobileControls(ref axis, ref axis2, ref axis4);
        bool button = CrossPlatformInput.GetButton("Fire1");

        this.aeroplane.Move(axis, axis2, axis3, axis4, button);
    }
    void FixedUpdate()
    {
        // pass the input to the car!
#if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis("Horizontal");
        float v = CrossPlatformInput.GetAxis("Vertical");
#else
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
#endif
        car.Move(h, v);
    }
    void FixedUpdate()
    {
        // Read the inputs.
        bool  crouch = Input.GetKey(KeyCode.LeftControl);
        float h      = CrossPlatformInput.GetAxis("Horizontal");

        // Pass all parameters to the character control script.
        character.Move(h, crouch, jump);

        // Reset the jump input once it has been used.
        jump = false;
    }
    void FixedUpdate()
    {
        _robotInput.crouch = Input.GetKey(KeyCode.LeftControl);
        #if CROSS_PLATFORM_INPUT
        _robotInput.move = CrossPlatformInput.GetAxis("Horizontal");
        #else
        float h = Input.GetAxis("Horizontal");
        #endif

        // Pass all parameters to the character control script.
        character.UpdateState(_robotInput);
    }
Example #16
0
    // Update is called once per frame
    void Update()
    {
        //------------Player movement And Fire Button-------------//
                #if CROSS_PLATFORM_INPUT
        rotation     = -CrossPlatformInput.GetAxis("Horizontal");
        acceleration = Mathf.Lerp(CrossPlatformInput.GetAxis("Vertical") * accelerationForce, 0f, 0.8f);

        if (CrossPlatformInput.GetButtonDown("Jump"))
        {
            BulleteFire();
        }
                # else
Example #17
0
        /// <summary>
        /// Get the altitude the player wants the avatar to be.
        /// </summary>
        /// <param name="altitudeRange">The height range the avatar is allowed to move on the Y axis.</param>
        /// <returns>The altitude the player wants the avatar to be.</returns>
        private static float GetTargetAltitude(float altitudeRange = 3f)
        {
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBGL
            var normalizedMousePosition = Input.mousePosition.y / Screen.height;
            var altitude = Mathf.Clamp((normalizedMousePosition - 0.5f) * -2, -1f, 1f);
#else
            var altitude = CrossPlatformInput.GetAxis("Vertical");
#endif
            altitude *= altitudeRange;

            // Round off the tilt input
            return(Mathf.Round(altitude * 100f) / 100f);
        }
Example #18
0
    void HandleRotationMovement()
    {
        // Read the user input
                #if CROSS_PLATFORM_INPUT
        var x = CrossPlatformInput.GetAxis("Mouse X");
        var y = CrossPlatformInput.GetAxis("Mouse Y");
                #else
        var x = Input.GetAxis("Mouse X");
        var y = Input.GetAxis("Mouse Y");
                #endif

        // smooth the user input
        if (turnSmoothing > 0)
        {
            smoothX = Mathf.SmoothDamp(smoothX, x, ref smoothXvelocity, turnSmoothing);
            smoothY = Mathf.SmoothDamp(smoothY, y, ref smoothYvelocity, turnSmoothing);
        }
        else
        {
            smoothX = x;
            smoothY = y;
        }

        // Adjust the look angle by an amount proportional to the turn speed and horizontal input.
        lookAngle += smoothX * turnSpeed;

        // Rotate the rig (the root object) around Y axis only:
        transform.rotation = Quaternion.Euler(0f, lookAngle, 0f);

                #if MOBILE_INPUT
        // For tilt input, we need to behave differently depending on whether we're using mouse or touch input:
        // on mobile, vertical input is directly mapped to tilt value, so it springs back automatically when the look input is released
        // we have to test whether above or below zero because we want to auto-return to zero even if min and max are not symmetrical.
        if (y > 0)
        {
            tiltAngle = Mathf.Lerp(0, -tiltMin, smoothY);
        }
        if (y <= 0)
        {
            tiltAngle = Mathf.Lerp(0, tiltMax, -smoothY);
        }
                #else
        // on platforms with a mouse, we adjust the current angle based on Y mouse input and turn speed
        tiltAngle -= smoothY * turnSpeed;
        // and make sure the new value is within the tilt range
        tiltAngle = Mathf.Clamp(tiltAngle, -tiltMin, tiltMax);
                #endif

        // Tilt input around X is applied to the pivot (the child of this object)
        pivot.localRotation = Quaternion.Euler(z.V_LookAngle, 0f, 0f);
    }
Example #19
0
    void FixedUpdate()
    {
                #if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis("Horizontal");
                #else
        float h = Input.GetAxis("Horizontal");
                #endif

        // Pass all parameters to the character control script.
        character.Move(h, jump);

        // Reset the jump input once it has been used.
        jump = false;
    }
Example #20
0
    private void FixedUpdate()
    {
        bool    key        = Input.GetKey(KeyCode.C);
        bool    button     = CrossPlatformInput.GetButton("Jump");
        float   axis       = CrossPlatformInput.GetAxis("Horizontal");
        float   axis2      = CrossPlatformInput.GetAxis("Vertical");
        Vector3 normalized = Vector3.Scale(this.cam.forward, new Vector3(1f, 0f, 1f)).normalized;
        Vector3 vector     = axis2 * normalized + axis * this.cam.right;
        bool    key2       = Input.GetKey(KeyCode.LeftShift);
        float   d          = (!this.walkByDefault) ? ((!key2) ? 1f : 0.5f) : ((!key2) ? 0.5f : 1f);

        vector      *= d;
        this.lookPos = ((!this.lookInCameraDirection || !(this.cam != null)) ? (base.transform.position + base.transform.forward * 100f) : (base.transform.position + this.cam.forward * 100f));
        this.character.Move(vector, key, button, this.lookPos);
    }
    void FixedUpdate()
    {
        // pass the input to the car!
#if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis("Horizontal");
        float v = CrossPlatformInput.GetAxis("Vertical");
#else
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
#endif
        if (isKeyboardControlled)
        {
            //Debug.Log ( h + " , " +v );
            car.Move(h, v);
        }
    }
Example #22
0
    void FixedUpdate()
    {
        // Read the inputs.
        //bool crouch = Input.GetKey(KeyCode.LeftControl);
                #if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis("Horizontal");
                #else
        float h = Input.GetAxis("Horizontal");
                #endif

        // Pass all parameters to the character control script.
        character.Move(h, false, jump);

        // Reset the jump input once it has been used.
        jump = false;
    }
Example #23
0
    void FixedUpdate()
    {
        jumpActive = Input.GetKey(KeyCode.Space);
        bool nitro = Input.GetKeyDown(KeyCode.LeftShift);

        // pass the input to the car!
#if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis("Horizontal");
        float v = CrossPlatformInput.GetAxis("Vertical");
        //jumpActive = CrossPlatformInput.GetButton("Jump");
#else
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
#endif
        car.Move(h, v, jumpActive, nitro);
    }
Example #24
0
    void FixedUpdate()
    {
        // Read input for the pitch, yaw, roll and throttle of the aeroplane.

        float roll  = CrossPlatformInput.GetAxis("Mouse X");
        float pitch = CrossPlatformInput.GetAxis("Mouse Y");

        float yaw      = CrossPlatformInput.GetAxis("Horizontal");
        float throttle = CrossPlatformInput.GetAxis("Vertical");

        AdjustInputForMobileControls(ref roll, ref pitch, ref throttle);

        // Read input for the air brakes.
        var airBrakes = CrossPlatformInput.GetButton("Fire1");

        // Pass the input to the aeroplane
        aeroplane.Move(roll, pitch, yaw, throttle, airBrakes);
    }
Example #25
0
    void Update()
    {
        // Get the axis and jump input.

                #if CROSS_PLATFORM_INPUT
        jump = CrossPlatformInput.GetButton("Jump");
        float h = CrossPlatformInput.GetAxis("Horizontal");
        float v = CrossPlatformInput.GetAxis("Vertical");
                #else
        jump = Input.GetButton("Jump");
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
                #endif

        /*	if (h > 0) {
         *      ballDir = Direction.RIGHT;
         * } else if (h < 0) {
         *      ballDir = Direction.LEFT;
         * }
         * if (v > 0) {
         *      ballDir = Direction.UP;
         * } else if (v < 0) {
         *      ballDir = Direction.DOWN;
         * }
         *
         * if (ballOldDir != ballDir) {
         *      ballOldDir = ballDir;
         *      ball.rigidbody.velocity = Vector3.zero;
         *      ball.rigidbody.angularVelocity = Vector3.zero;
         * }
         */
        // calculate move direction
        if (cam != null)
        {
            // calculate camera relative direction to move:
            camForward = Vector3.Scale(cam.forward, new Vector3(1, 0, 1)).normalized;
            move       = (v * camForward + h * cam.right).normalized;
        }
        else
        {
            // we use world-relative directions in the case of no main camera
            move = (v * Vector3.forward + h * Vector3.right).normalized;
        }
    }
    void FixedUpdate()
    {
        // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
        grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
        anim.SetBool("Ground", grounded);

        // Read the inputs.
        bool crouch = Input.GetKey(KeyCode.LeftControl);

                #if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis("Horizontal");
                #else
        float h = Input.GetAxis("Horizontal");
                #endif


        Move(h);
        // Set the vertical animation
        //anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
    }
Example #27
0
    void Update()
    {
        grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
        anim.SetBool("Ground", grounded);

        if (grounded)
        {
            doubleJump = false;
        }

        anim.SetFloat("vSpeed", rigidbody2D.velocity.y);


                #if MOBILE_INPUT
        jump       = CrossPlatformInput.GetButton("Jump");
        xAxisValue = CrossPlatformInput.GetAxis("Horizontal");
                #endif

                #if UNITY_EDITOR
        jump       = Input.GetButtonDown("Jump");
        xAxisValue = Input.GetAxis("Horizontal");
                #endif

        //anim.SetFloat ("Speed", Mathf.Abs (xAxisValue));

        rigidbody2D.velocity = new Vector2(xAxisValue * maxSpeed, rigidbody2D.velocity.y);

        if (xAxisValue > 0 && !facingRight)
        {
            Flip();
        }
        else if (xAxisValue < 0 && facingRight)
        {
            Flip();
        }

        if (jump)
        {
            Jump();
        }
    }
Example #28
0
    private void HandleRotationMovement()
    {
        float axis  = CrossPlatformInput.GetAxis("Mouse X");
        float axis2 = CrossPlatformInput.GetAxis("Mouse Y");

        if (this.turnSmoothing > 0f)
        {
            this.smoothX = Mathf.SmoothDamp(this.smoothX, axis, ref this.smoothXvelocity, this.turnSmoothing);
            this.smoothY = Mathf.SmoothDamp(this.smoothY, axis2, ref this.smoothYvelocity, this.turnSmoothing);
        }
        else
        {
            this.smoothX = axis;
            this.smoothY = axis2;
        }
        this.lookAngle          += this.smoothX * this.turnSpeed;
        base.transform.rotation  = Quaternion.Euler(0f, this.lookAngle, 0f);
        this.tiltAngle          -= this.smoothY * this.turnSpeed;
        this.tiltAngle           = Mathf.Clamp(this.tiltAngle, -this.tiltMin, this.tiltMax);
        this.pivot.localRotation = Quaternion.Euler(this.tiltAngle, 0f, 0f);
    }
Example #29
0
    void FixedUpdate()
    {
        if (Input.GetKey(KeyCode.Escape))
        {
            Application.LoadLevel("MainMenu");
        }
        // Read the inputs.
        bool attack  = Input.GetKey(KeyCode.Mouse0) | Input.GetKey(KeyCode.J);
        bool convert = Input.GetKey(KeyCode.F) | Input.GetKey(KeyCode.K);

                #if CROSS_PLATFORM_INPUT
        float h = CrossPlatformInput.GetAxis("Horizontal");
                #else
        float h = Input.GetAxis("Horizontal");
                #endif

        // Pass all parameters to the character control script.
        character.Move(h, attack, jump, convert);

        // Reset the jump input once it has been used.
        jump = false;
    }
Example #30
0
    void FixedUpdate()
    {
        if (CurrentMode == Mode.Playing)
        {
            float h = CrossPlatformInput.GetAxis("Horizontal");

            // Pass all parameters to the character control script.
            character.Move(h, jump);

            // Reset the jump input once it has been used.
            jump = false;

            // Check if we need to rotate the level
            if (rotationDirection != RotateDirection.None)
            {
                // Rotate the room
                rotateEverything.Rotate(rotationDirection);
                gravityAudio.Play();
                rotationDirection = RotateDirection.None;
            }
        }
    }