// Update is called once per frame void Update() { transform.Translate(transform.forward * currentSpeed * Time.deltaTime); Quaternion tempRot = Quaternion.identity; float t = 0; if (CrossPlatformInputManager.GetButtonDown("Right")) { //var posi = transform.position; //posi.x = transform.position.x + turnRadius * Time.deltaTime; //transform.position = posi; //Quaternion target = Quaternion.Euler(0, turnRadius , 0); //transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * 2.0f); transform.Rotate(transform.up, bullStats.TurnRate * Time.deltaTime); RTap = true; } if (CrossPlatformInputManager.GetButtonUp("Right")) { RTap = false; tempRot = transform.rotation; t = 0; } if (RTap == true) { transform.Rotate(transform.up, +bullStats.TurnRate * Time.deltaTime); } if (CrossPlatformInputManager.GetButtonDown("Left")) { // var posi = transform.position; // posi.x = transform.position.x - turnRate * Time.deltaTime; // transform.position = posi; // Quaternion target = Quaternion.Euler(0, -turnRate, 0); // transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * 2.0f); LTap = true; } if (CrossPlatformInputManager.GetButtonUp("Left")) { LTap = false; } if (LTap == true) { transform.Rotate(transform.up, -bullStats.TurnRate * Time.deltaTime); } if ((!RTap || !LTap) && !(!RTap && !LTap)) { Quaternion.Lerp(tempRot, Quaternion.identity, t); t += Time.deltaTime; } }
void Mobile_Input() { // Set Target. if (CrossPlatformInputManager.GetButtonDown("Target_Press")) { isTracking = true; #if UNITY_EDITOR Cast_Ray_Sphere(Input.mousePosition, true); #else Cast_Ray_Sphere(Input.touches [Input.touches.Length - 1].position, true); #endif } else if (CrossPlatformInputManager.GetButtonDown("LockOff")) { isTracking = false; targetTransform = null; } // Control GunCam and Aiming. if (CrossPlatformInputManager.GetButtonDown("GunCam_Press")) { isButtonDown = true; #if UNITY_EDITOR previousMousePos = Input.mousePosition; #else fingerID = Input.touches.Length - 1; previousMousePos = Input.touches [fingerID].position; #endif return; } if (isButtonDown && CrossPlatformInputManager.GetButton("GunCam_Press")) { if (gunCamFlag) { #if UNITY_EDITOR Vector3 currentMousePos = Input.mousePosition; #else Vector3 currentMousePos = Input.touches [fingerID].position; #endif adjustAng += (currentMousePos - previousMousePos) * 0.02f; previousMousePos = currentMousePos; } else { if (Mathf.Abs(targetAng) < 5.0f) { gunCamFlag = true; gunCameraScript.GunCam_On(); } } return; } if (CrossPlatformInputManager.GetButtonUp("GunCam_Press")) { gunCamFlag = false; isButtonDown = false; adjustAng = Vector3.zero; gunCameraScript.GunCam_Off(); } }
public override TaskStatus OnUpdate() { #if CROSSPLATFORMINPUT return(CrossPlatformInputManager.GetButtonUp(buttonName.Value) ? TaskStatus.Success : TaskStatus.Failure); #else return(Input.GetButtonUp(buttonName.Value) ? TaskStatus.Success : TaskStatus.Failure); #endif }
// Update is called once per frame void Update() { if (CrossPlatformInputManager.GetButtonUp("ChangeProjSet")) { activateCurrentChild(); currentSetIndex = (currentSetIndex + 1) % transform.childCount; } }
private void onDrop() { if (CrossPlatformInputManager.GetButtonUp("Fire1") && isDragged) { HandleDropPosition(); isDragged = false; } }
private void Gravity() { if (CrossPlatformInputManager.GetButtonUp("Vertical") || CrossPlatformInputManager.GetButtonUp("Jump")) { Vector2 jumpVelocityToSubtraction = new Vector2(0f, stoppingVelocity); rb.velocity -= jumpVelocityToSubtraction; } }
void Update() { // 首先判断游戏是否正在进行中 if (GameManager.Instance.CurrentGameState != GameManager.GameState.Play) { return; } // 判断玩家是否存活 if (currentMotionState == MotionState.Dead) { return; } if (currentMotionState == MotionState.Idling || currentMotionState == MotionState.Attacking) { if (CrossPlatformInputManager.GetButtonUp("L")) { if (currentMotionState == MotionState.Idling) { currentMotionState = MotionState.Attacking; } else { currentMotionState = MotionState.Idling; ResetMove(); ResetAimAngle(); } } } switch (currentMotionState) { case MotionState.Idling: case MotionState.Moving: MoveAndRotate(); break; case MotionState.Interaction: Interaction(); break; case MotionState.Attacking: Attack(); break; case MotionState.UnderAttacking: UnderAttack(); break; case MotionState.SpinKicking: SpinKick(); break; case MotionState.Dying: Dead(); break; } }
public override void UpdateInput(float timeStep) { Horizontal = Input.GetAxisRaw("Horizontal"); Horizontal = joystick.Horizontal; /** * if (joystick.Horizontal >= .2f) * { * Horizontal = runSpeed; * } * else if (joystick.Horizontal <= -.2f) * { * Horizontal = -runSpeed; * } * else { * Horizontal = 0f; * } **/ //Jump naman //Vertical = Input.GetAxisRaw("Vertical"); //Vertical = joystick.Vertical; Jump = Input.GetButtonDown("Jump"); //Jump = Input.("Vertical"); //Convert pa Axis try float Vertical = Input.GetAxisRaw("Vertical"); /**if (Vertical >= .5f) { * anim.SetBool("SpeedY"); * }**/ //Jump Button and DashButton //Dash = Input.GetButtonDown("Fire3"); /** if(Dash = ) * { * Get * }**/ /**Dash = Input.GetButtonDown("Fire3"); * * HoldingDash = Input.GetButton("Fire3**/ dashBtn(); HoldingJump = CrossPlatformInputManager.GetButton("Jump"); ReleaseJump = CrossPlatformInputManager.GetButtonUp("Jump"); }
private void Update() { if (Time.timeScale == 1) { // Read button down inputs in Update so button presses aren't missed. if (!input.interactDown) { input.interactDown = CrossPlatformInputManager.GetButtonDown("Player" + player.playerNumber + "Interact"); } if (!input.fireDown) { input.fireDown = CrossPlatformInputManager.GetButtonDown("Player" + player.playerNumber + "Fire"); } if (!input.buildUpgradeDown) { input.buildUpgradeDown = CrossPlatformInputManager.GetButtonDown("Player" + player.playerNumber + "Build/Upgrade"); } if (!input.buildUpgradeUp) { input.buildUpgradeUp = CrossPlatformInputManager.GetButtonUp("Player" + player.playerNumber + "Build/Upgrade"); } if (!input.sellDown) { input.sellDown = CrossPlatformInputManager.GetButtonDown("Player" + player.playerNumber + "Sell"); } if (!input.sellUp) { input.sellUp = CrossPlatformInputManager.GetButtonUp("Player" + player.playerNumber + "Sell"); } if (!input.cancelDown) { input.cancelDown = CrossPlatformInputManager.GetButtonDown("Player" + player.playerNumber + "Cancel"); } if (CrossPlatformInputManager.GetAxis("Player" + player.playerNumber + "Vertical") > 0) { input.lastDirection = Vector3.up; input.upHold = true; } if (CrossPlatformInputManager.GetAxis("Player" + player.playerNumber + "Vertical") < 0) { input.lastDirection = Vector3.down; input.downHold = true; } if (CrossPlatformInputManager.GetAxis("Player" + player.playerNumber + "Horizontal") < 0) { input.lastDirection = Vector3.left; input.leftHold = true; } if (CrossPlatformInputManager.GetAxis("Player" + player.playerNumber + "Horizontal") > 0) { input.lastDirection = Vector3.right; input.rightHold = true; } } }
protected override void JumpingAndDucking() { if (enableJumping == true) { if (CrossPlatformInputManager.GetButtonDown("Duck")) { anim.SetBool("isDown", true); col.size = new Vector2(col.size.x, 0.54f); col.offset = new Vector2(col.offset.x, col.offset.y - 0.25f); moveSpeed = moveSpeed / 2; } if (CrossPlatformInputManager.GetButtonUp("Duck")) { anim.SetBool("isDown", false); col.offset = new Vector2(col.offset.x, col.offset.y + 0.25f); col.size = new Vector2(col.size.x, 1); moveSpeed = moveSpeed * 2; } //TESTING !!!!!!!!!!!!! //if (Input.GetKeyDown(KeyCode.Space) && controller.collisions.below) if (CrossPlatformInputManager.GetButtonDown("Jump") && controller.collisions.below) { //velocity.y = maxJumpVelocity; velocity.y = 20; } //if (Input.GetKeyUp(KeyCode.Space)) if (CrossPlatformInputManager.GetButtonUp("Jump")) { if (velocity.y > minJumpVelocity) { //velocity.y = minJumpVelocity; velocity.y = 9; } } } if (jump > 0 && controller.collisions.below) { switch (jump) { case 1: velocity.y = minJumpVelocity; jump = 0; break; case 2: velocity.y = maxJumpVelocity; jump = 0; break; } } }
// Update is called once per frame void Update() { CheckInteract(); if (CrossPlatformInputManager.GetButtonUp("Respawn")) { Respawn(); } }
// Update is called once per frame void Update() { if (dialogueBox.activeInHierarchy && CrossPlatformInputManager.GetButtonUp("Fire1") && FindObjectOfType <GameManager>().GetDialogueActive()) { ContinueDialogue(); } }
void Update() { if (health <= 0) { GetComponent <Animator>().SetTrigger("die"); } if (health < 0) { health = 0; } horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool walking = Mathf.Abs(horizontal) > 0.4f; animator.SetBool("walking", walking && isTurn); animator.SetBool("aiming", !walking && isTurn && isDangerous && currentWeapon.arms != null); if (isTurn) { currentWeapon = gameManager.currentWeapon; // Handle Walking and Aiming. float tempAngle = angle; if (walking) { HandleWalking(); } else if (Mathf.Abs(vertical) > joystickThreshold / 2f) { HandleAiming(); } else { rbody.constraints = RigidbodyConstraints2D.FreezeRotation | RigidbodyConstraints2D.FreezePositionX; } // Handle Shooting. if (CrossPlatformInputManager.GetButton("Fire") && isDangerous) { power += Time.deltaTime; } if ((CrossPlatformInputManager.GetButtonUp("Fire") || power >= 1f) && isDangerous) { StartCoroutine(Shoot()); } } else { if (!attacked) { rbody.constraints = RigidbodyConstraints2D.FreezeRotation | RigidbodyConstraints2D.FreezePositionX; } } }
void Update() { //if the player hits the fire button, fire bullet //this button has the name "Jump" in the input manager if (CrossPlatformInputManager.GetButtonUp("Jump")) { Fire(); } }
private void HandleUserSkillInput() { if (CrossPlatformInputManager.GetButtonUp("Fire2")) { if (Mathf.Approximately(playerState.GetChargeBarPercentage(), 1)) { UseChargeAttack(); } } }
void Update() { if (idScript.isPlayer) { #if UNITY_ANDROID || UNITY_IPHONE if (CrossPlatformInputManager.GetButtonDown("Zoom_Press")) { isButtonDown = true; #if UNITY_EDITOR previousMousePos = Input.mousePosition; #else fingerID = Input.touches.Length - 1; previousMousePos = Input.touches [fingerID].position; #endif return; } if (isButtonDown && CrossPlatformInputManager.GetButton("Zoom_Press")) { #if UNITY_EDITOR Vector3 currentMousePos = Input.mousePosition; #else Vector3 currentMousePos = Input.touches [fingerID].position; #endif float vertical = (currentMousePos.y - previousMousePos.y); targetPosX += vertical * 0.1f; targetPosX = Mathf.Clamp(targetPosX, 3.0f, 20.0f); previousMousePos = currentMousePos; } else if (CrossPlatformInputManager.GetButtonUp("Zoom_Press")) { isButtonDown = false; } #else float axis = Input.GetAxis("Mouse ScrollWheel"); if (axis != 0) { #if UNITY_WEBGL targetPosX -= axis * 10.0f; #else targetPosX -= axis * 30.0f; #endif targetPosX = Mathf.Clamp(targetPosX, 3.0f, 20.0f); } #endif if (posX != targetPosX) { posX = Mathf.MoveTowards(posX, targetPosX, speed * Time.deltaTime); thisTransform.localPosition = new Vector3(posX, thisTransform.localPosition.y, thisTransform.localPosition.z); } else { Cast_Ray(); } } }
private void Update() { if (!grabbing) { grabbing = CrossPlatformInputManager.GetButtonDown("Interact" + player); } else if (CrossPlatformInputManager.GetButtonUp("Interact" + player)) { grabbing = false; } }
private void Update() { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); m_Swap = CrossPlatformInputManager.GetButtonDown("Swap"); m_A1 = CrossPlatformInputManager.GetButtonDown("Active1"); m_A2 = CrossPlatformInputManager.GetButtonDown("Active2"); m_M1 = CrossPlatformInputManager.GetButtonDown("Fire1"); m_M1Up = CrossPlatformInputManager.GetButtonUp("Fire1"); m_M2 = CrossPlatformInputManager.GetButtonDown("Fire2"); m_M2Up = CrossPlatformInputManager.GetButtonUp("Fire2"); }
void ProcessFiring() { if (CrossPlatformInputManager.GetButton("Fire")) { ActivateGuns(true); } else if (CrossPlatformInputManager.GetButtonUp("Fire")) { ActivateGuns(false); } }
void cltshoot() { // The slider should have a default value of the minimum launch force. m_AimSlider.value = m_MinLaunchForce; // If the max force has been exceeded and the shell hasn't yet been launched... if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired) { // ... use the max force and launch the shell. m_CurrentLaunchForce = m_MaxLaunchForce; Fire(); } // Otherwise, if the fire button has just started being pressed... //else if (Input.GetButtonDown(m_FireButton)) else if (CrossPlatformInputManager.GetButtonDown(m_FireButton)) { if (Time.realtimeSinceStartup >= start + m_FireDelay) { // ... reset the fired flag and reset the launch force. m_Fired = false; m_CurrentLaunchForce = m_MinLaunchForce; // Change the clip to the charging clip and start it playing. m_ShootingAudio.clip = m_ChargingClip; m_ShootingAudio.Play(); Debug.Log("fire"); } else { Debug.Log("delay happened"); } } // Otherwise, if the fire button is being held and the shell hasn't been launched yet... //else if (Input.GetButton(m_FireButton) && !m_Fired) else if (CrossPlatformInputManager.GetButton(m_FireButton) && !m_Fired) { // Increment the launch force and update the slider. m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime; m_AimSlider.value = m_CurrentLaunchForce; } // Otherwise, if the fire button is released and the shell hasn't been launched yet... //else if (Input.GetButtonUp(m_FireButton) && !m_Fired) else if (CrossPlatformInputManager.GetButtonUp(m_FireButton) && !m_Fired) { start = Time.realtimeSinceStartup; // ... launch the shell. Fire(); } }
// Update is called once per frame protected override void Update() { if (CrossPlatformInputManager.GetButton(inputName)) { abilityCastingState.SetState(true); } if (CrossPlatformInputManager.GetButtonUp(inputName)) { abilityCastingState.SetState(false); } }
void Update() { if (holdingLantern == null) { if ((LanternIndicator.Focus != null) && (CrossPlatformInputManager.GetButtonUp("Fire1") == true)) { // Remove the lantern from the lantern indicator Lantern lantern = LanternIndicator.Focus; LanternIndicator.Focus = null; // Remove the lantern physics lantern.IsInInventory = true; // Attach the lantern to the inventory holdingLantern = lantern; // Play the sound effect pickUpSound.Play(); } } else if (CrossPlatformInputManager.GetButtonUp("Fire1") == true) { // Figure out the location to drop the lantern Transform dropPosition = dropBottom; switch (player.Facing) { case PlayerCharacter.Direction.Up: dropPosition = dropTop; break; case PlayerCharacter.Direction.Left: dropPosition = dropLeft; break; case PlayerCharacter.Direction.Right: dropPosition = dropRight; break; } // Move the lantern to the drop position holdingLantern.transform.position = dropPosition.position; // Re-enable the lantern physics holdingLantern.IsInInventory = false; // Remove the lantern from the inventory holdingLantern = null; } else { // Have the lantern follow the player holdingLantern.transform.position = transform.position; } }
// Update is called once per frame void Update() { if (CrossPlatformInputManager.GetButtonDown("Replay")) { BroadcastMessage("OnSetRecording", false); } else if (CrossPlatformInputManager.GetButtonUp("Replay")) { BroadcastMessage("OnSetRecording", true); } }
// Update is called once per frame void Update() { Vector3 movement; bool jbd = CrossPlatformInputManager.GetButtonDown("Jump"); bool jbu = CrossPlatformInputManager.GetButtonUp("Jump"); if (jbd) { print("jbd"); m_Speed *= 2; } if (jbu) { print("jbu"); m_Speed /= 2; } float speed = m_Speed; if (!(jbd || jbu)) { if (Input.GetAxis("Jump") > 0) { speed = m_Speed * 2; } } // float h = Input.GetAxis ("Horizontal"); float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = CrossPlatformInputManager.GetAxis("Vertical"); if (h == 0) { h = Input.GetAxis("Horizontal"); } if (v == 0) { v = Input.GetAxis("Vertical"); } movement = new Vector3(h, v, 0.0F); movement = Vector3.ClampMagnitude(movement, 1); // FP.setMovement (movement); movement *= speed; fishSwim.setDrivingForce(movement); }
private void HandleInput() { if (CrossPlatformInputManager.GetButtonDown(Statics.FIRE_BUTTON)) { EventManager.TouchBegin(); } else if (CrossPlatformInputManager.GetButtonUp(Statics.FIRE_BUTTON)) { EventManager.TouchEnd(); } }
private void ProcessFire() { if (CrossPlatformInputManager.GetButtonDown(CommonAxis.Fire1.ToString())) { ActivateGuns(); } else if (CrossPlatformInputManager.GetButtonUp(CommonAxis.Fire1.ToString())) { DeactivateGuns(); } }
private void ProcessFiring() { if (CrossPlatformInputManager.GetButton("Fire")) { SetGunsActive(true); } if (CrossPlatformInputManager.GetButtonUp("Fire")) { SetGunsActive(false); } }
void Update() { if (CrossPlatformInputManager.GetButtonDown(nombreAccion)) { InvokeRepeating("Disparar", 0, repeatRate); } if (CrossPlatformInputManager.GetButtonUp(nombreAccion)) { CancelInvoke("Disparar"); } }
/* * When the player presses down the "Fire1" key, the coroutine NeverEndingFireLaser() is triggered. * Input.GetButtonDown("Fire1") * Input.GetButtonUp("Fire1") */ private void HumanPlayerFireLaser() { if (CrossPlatformInputManager.GetButtonDown("Attack")) { field_coroutine_blueLaserFireCoroutine = StartCoroutine(NeverEndingFireLaser()); } if (CrossPlatformInputManager.GetButtonUp("Attack")) { // StopAllCoroutines(); In case of other coroutines this is a bad idea. StopCoroutine(field_coroutine_blueLaserFireCoroutine); } }
protected override void Update() { base.Update(); if (CrossPlatformInputManager.GetButtonDown("Fire1") | Input.GetKeyDown("z")) { Time.timeScale = slowRate; } if (CrossPlatformInputManager.GetButtonUp("Fire1") | Input.GetKeyUp("z")) { Time.timeScale = 1; } }