// Update is called once per frame void Update() { var turn = Input.GetAxis("Horizontal"); walker_char.Move(Input.GetAxis("Vertical"), turn, Time.fixedDeltaTime, Input.GetButton("Jump")); // Get raw mouse input for a cleaner reading on more sensitive mice. var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); // Scale input against the sensitivity setting and multiply that against the smoothing value. mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y)); // Interpolate mouse movement over time to apply smoothing delta. _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x); _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y); walker_char.Look(_smoothMouse.x, _smoothMouse.y); if (Input.GetKey(KeyCode.I)) { floor.transform.eulerAngles = new Vector3(30, 0); } else if (Input.GetKey(KeyCode.K)) { floor.transform.eulerAngles = new Vector3(-30, 0); } else if (Input.GetKey(KeyCode.J)) { floor.transform.eulerAngles = new Vector3(0, 0, 30); } else if (Input.GetKey(KeyCode.L)) { floor.transform.eulerAngles = new Vector3(0, 0, -30); } else { floor.transform.eulerAngles = Vector3.zero; } if (Input.GetKeyDown(KeyCode.E)) { walker_char.state.accel.y += 100; } if (Input.GetKeyDown(KeyCode.Tab)) { if (cam_is_static) { attach_cam_to_walker(walker_char); } else { cam.transform.position = side_spot.transform.position; cam.transform.eulerAngles = new Vector3(0, 90, 0); cam.transform.SetParent(side_spot.transform); } cam_is_static = !cam_is_static; } }
private void FixedUpdate() { var turn = Input.GetAxis("Horizontal"); walker_char.Move(Input.GetAxis("Vertical"), turn, Time.fixedDeltaTime, Input.GetButton("Jump")); walker_char.energy_update(Time.fixedDeltaTime * Game.AVARA_FPS); ai3d.energy_update(Time.fixedDeltaTime * Game.AVARA_FPS); // Get raw mouse input for a cleaner reading on more sensitive mice. var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); // Scale input against the sensitivity setting and multiply that against the smoothing value. mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y)); // Interpolate mouse movement over time to apply smoothing delta. _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x); _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y); walker_char.Look(_smoothMouse.x, _smoothMouse.y); }