Example #1
0
    //[Command]
    //void CmdMove()
    //{
    //    RpcMove();
    //}

    //[ClientRpc]
    void RpcMove()
    {
        float fHori  = Input.GetAxis("Horizontal");
        float fVerti = Input.GetAxis("Vertical");

        rig.AddForce(new Vector3(fHori, 0, fVerti) * speedrate);
        speed = rig.velocity.magnitude;

        inputHorizontal = Input.GetAxisRaw("Vertical");

        MobileInputController mic = m_inpul_left.GetComponent <MobileInputController>();

        rig.AddForce(new Vector3(mic.Coordinate().x, 0, mic.Coordinate().y) * speedrate);

        Vector3 from = new Vector3(0f, 0f, 1f);
        Vector3 to   = new Vector3(m_inpul_Right.GetComponent <MobileInputController>().Horizontal, 0f, m_inpul_Right.GetComponent <MobileInputController>().Vertical);

        if (m_inpul_Right.GetComponent <MobileInputController>().Horizontal != 0 && m_inpul_Right.GetComponent <MobileInputController>().Vertical != 0)
        {
            float angle = Vector3.SignedAngle(from, to, Vector3.up);
            rotAngle = angle;

            transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, angle, ref turnnSmoothVelocity, turnSmoothTime);
        }
    }
Example #2
0
 public void Init(MobilePawnComponent pawn, MobileInputController input)
 {
     _pawn                   = pawn;
     _pawn.OnDeath          += PropulsionCooldown.LaForceVeloce.ResetForceVeloce;
     _input                  = input;
     _input.OnTouchSlowMo   += PropulsionCooldown.LaForceVeloce.SlowDown;
     _input.OnReleaseSlowMo += PropulsionCooldown.LaForceVeloce.SlowUp;
     _input.OnReleaseSlowMo += FirePlayer;
 }
        private bool SetMobile()
        {
            MobileInputController mobile = FindObjectOfType <MobileInputController>();

            if (mobile == null)
            {
                mobile = AssetDatabase.LoadAssetAtPath <MobileInputController>("Assets/Dias Games/Climbing System/Prefabs/UI/Mobile Input Canvas.prefab");
                MobileInputController instantiated = PrefabUtility.InstantiatePrefab(mobile) as MobileInputController;

                // Set character reference
                SerializedObject mobileSerialized = new SerializedObject(instantiated);
                mobileSerialized.Update();
                mobileSerialized.FindProperty("m_Character").objectReferenceValue = FindObjectOfType <UnityInputManager>();
                mobileSerialized.ApplyModifiedProperties();

                return(true);
            }

            return(false);
        }
Example #4
0
 public MobilePlayerController(MobilePawnComponent pawn, MobileInputController input)
 {
     Init(pawn, input);
 }