public override void SimulateController() { PollKeys(false); IPlayerCommandInput input = PlayerCommand.Create(); input.Forward = _forward; input.Backward = _backward; input.Left = _left; input.Right = _right; input.Jump = _jump; entity.QueueInput(input); }
public override void SimulateController() { IPlayerCommandInput input = PlayerCommand.Create(); input.Forward = _forward; input.Backward = _backward; input.Right = _right; input.Left = _left; input.Yaw = _yaw; input.Pitch = _pitch; entity.QueueInput(input); _playerMotor.ExecuteCommand(_forward, _backward, _left, _right, _yaw, _pitch); }
public override void SimulateController() { PollKeys(false); IPlayerCommandInput input = PlayerCommand.Create(); input.forward = _forward; input.backward = _backward; input.left = _left; input.right = _right; input.jump = _jump; input.yaw = _yaw; input.pitch = _pitch; entity.QueueInput(input); }
public override void SimulateController() { GetInputs(true); IPlayerCommandInput cmd = PlayerCommand.Create(); cmd.forward = input.forward; cmd.backward = input.backwards; cmd.right = input.right; cmd.left = input.left; cmd.jump = input.jump; cmd.yaw = input.yaw; cmd.pitch = input.pitch; entity.QueueInput(cmd); }
// Only called on the PC that owns this Entity. // We do NOT want to read mouse data; this would double our mouse movement. public override void SimulateController() { PollKeys(false); IPlayerCommandInput input = PlayerCommand.Create(); // Copies all the local variables to the input command. input.Forward = _forward; input.Backward = _backward; input.LeftStrafe = _leftStrafe; input.RightStrafe = _rightStrafe; input.Jump = _jump; input.Yaw = _yaw; input.Pitch = _pitch; // Queues the input for processing; client prediction. entity.QueueInput(input); }
public override void SimulateController() { IPlayerCommandInput input = PlayerCommand.Create(); input.Forward = _forward; input.Backward = _backward; input.Right = _right; input.Left = _left; input.Yaw = _yaw; input.Pitch = _pitch; input.Jump = _jump; input.Fire = _fire; input.Scope = _aiming; input.Reload = _reload; entity.QueueInput(input); _playerMotor.ExecuteCommand(_forward, _backward, _left, _right, _jump, _yaw, _pitch); _playerWeapons.ExecuteCommand(_fire, _aiming, _reload, BoltNetwork.ServerFrame % 1024); }
public override void SimulateController() { PollKeys(false); IPlayerCommandInput input = PlayerCommand.Create(); input.forward = forward; input.backward = backward; input.left = left; input.right = right; input.jump = jump; input.aiming = aiming; input.fire = fire; input.yaw = yaw; input.pitch = pitch; input.weapon = weapon; input.Token = new TestToken(); entity.QueueInput(input); }
public override void SimulateController() { IPlayerCommandInput input = PlayerCommand.Create(); input.forward = Input.GetKey(KeyCode.W); input.back = Input.GetKey(KeyCode.S); input.left = Input.GetKey(KeyCode.A); input.right = Input.GetKey(KeyCode.D); Vector3 position = Input.mousePosition; Ray ray = Camera.main.ScreenPointToRay(position); RaycastHit[] hits = Physics.RaycastAll(ray, 1000, validLayers); if (Input.GetMouseButtonDown(0)) { foreach (RaycastHit hit in hits) { //Debug.Log(hit); if (!hit.collider.isTrigger) { //input.shootDirection = (transform.position - hit.point).normalized; Vector3 t = (hit.point - transform.position); t.y = 0; input.shootDirection = t; break; } } } entity.QueueInput(input); }