public void GetInput() { #region [1-9] SuitDemos for (int i = 0; i < AllDemos.Length; i++) { if (AllDemos[i] != null) { if (Input.GetKeyDown(AllDemos[i].ActivateHotkey)) { SelectSuitDemo(AllDemos[i]); } } } #endregion #region [7] Massage Toggle if (Input.GetKeyDown(KeyCode.Alpha7)) { ToggleMassage(); } #endregion #region [Space] Clear all effects if (Input.GetKeyDown(KeyCode.Space)) { ClearAllEffects(); } #endregion #region [Arrows] Direction Controls bool moving = false; float velVal = 350; if ((Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) && myRB.transform.position.x > -Extent) { myRB.AddForce(Vector3.left * velVal); } if ((Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) && myRB.transform.position.x < Extent) { myRB.AddForce(Vector3.right * velVal); } if ((Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) && myRB.transform.position.y < Extent) { myRB.AddForce(Vector3.up * velVal); } if ((Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S)) && myRB.transform.position.y > -Extent) { myRB.AddForce(Vector3.down * velVal); } if (!moving) { myRB.velocity = Vector3.zero; } #endregion #region Clicking on SuitBodyCollider if (Input.GetMouseButtonDown(0)) { //Where the mouse is Ray ray = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; //Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue, 3.5f); //Raycast to see if we hit if (Physics.Raycast(ray, out hit, 100)) { //Get the clicked SuitBodyCollider HardlightCollider clicked = hit.collider.gameObject.GetComponent <HardlightCollider>(); //Assuming there is one if (clicked != null) { //Do whatever our current demo wants to do with that click info. CurrentDemo.OnSuitClicked(clicked, hit); } } } #endregion #region Clicking on SuitBodyCollider if (Input.GetMouseButton(0)) { //Where the mouse is Ray ray = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; //Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue, 3.5f); //Raycast to see if we hit if (Physics.Raycast(ray, out hit, 100)) { //Get the clicked SuitBodyCollider HardlightCollider clicked = hit.collider.gameObject.GetComponent <HardlightCollider>(); //Assuming there is one if (clicked != null) { //Do whatever our current demo wants to do with that click info. CurrentDemo.OnSuitClicking(clicked, hit); } } } else { if (CurrentDemo != null) { CurrentDemo.OnSuitNoInput(); } } #endregion #region [Esc] Application Quit Code if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } #endregion }
void Update() { bool moving = false; float velVal = 350; #region Direction Controls if ((Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) && myRB.transform.position.x > -Extent) { myRB.AddForce(Vector3.left * velVal); } if ((Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) && myRB.transform.position.x < Extent) { myRB.AddForce(Vector3.right * velVal); } if ((Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) && myRB.transform.position.y < Extent) { myRB.AddForce(Vector3.up * velVal); } if ((Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S)) && myRB.transform.position.y > -Extent) { myRB.AddForce(Vector3.down * velVal); } if (!moving) { myRB.velocity = Vector3.zero; } #endregion #region Clicking on SuitBodyCollider if (Input.GetMouseButtonDown(0)) { //Where the mouse is Ray ray = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; //Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue, 3.5f); //Raycast to see if we hit if (Physics.Raycast(ray, out hit, 100)) { //Get the clicked SuitBodyCollider SuitBodyCollider clicked = hit.collider.gameObject.GetComponent <SuitBodyCollider>(); //Assuming there is one if (clicked != null) { //Do whatever our current demo wants to do with that click info. CurrentDemo.OnSuitClicked(clicked, hit); } } } #endregion #region Application Quit Code if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } #endregion }