void FixedUpdate() { //grounded = Physics2D.OverlapBox(groundCheck.position, new Vector2(0.003f, 0.003f), whatIsGround); //grounded = Physics2D.OverlapCircle(groundCheckRight.position, groundRadius, whatIsGround); //if(!grounded) // Physics2D.OverlapCircle(groundCheckLeft.position, groundRadius, whatIsGround); grounded = Physics2D.OverlapCircle(groundCheckRight.position, groundRadius, whatIsGround) || Physics2D.OverlapCircle(groundCheckLeft.position, groundRadius, whatIsGround); Debug.Log("Right Collision: " + Physics2D.OverlapCircle(groundCheckRight.position, groundRadius, whatIsGround)); Debug.Log("Left Collision: " + Physics2D.OverlapCircle(groundCheckLeft.position, groundRadius, whatIsGround)); anim.SetBool("Ground", grounded); float move = CnInputManager.GetAxis("Horizontal"); rigidBody2D.velocity = new Vector2(move * maxSpeed, rigidBody2D.velocity.y); anim.SetFloat("Speed", Mathf.Abs(move)); anim.SetFloat("vSpeed", rigidBody2D.velocity.y); if (move > 0 && !facingRight) { Flip(); } else if (move < 0 && facingRight) { Flip(); } }
// Update is called once per frame void FixedUpdate() { float h = CnInputManager.GetAxis("Horizontal") * speed; float v = CnInputManager.GetAxis("Vertical") * speed; _myBody.velocity = new Vector2(h, v); }
void CmdShoot() { Vector2 shootVec = new Vector2(CnInputManager.GetAxis("Horizontal"), CnInputManager.GetAxis("Vertical")); float angle = Mathf.Atan2(shootVec.y, shootVec.x) * Mathf.Rad2Deg - 90f; switch (LocalPlayerType) { case Constant.FireElementType: this.GetComponent <FireElement> ().fire(this.transform.position, angle, shootVec.normalized); break; case Constant.ElectricElementType: this.GetComponent <ElectricElement> ().fire(this.transform.position, angle, shootVec.normalized); break; case Constant.IceElementType: this.GetComponent <IceElement> ().fire(this.transform.position, angle, shootVec.normalized); break; case Constant.DarkElementType: this.GetComponent <DarkElement> ().fire(this.transform.position, angle, shootVec.normalized); break; case Constant.StoneElementType: this.GetComponent <StoneElement> ().showShadow(this.transform.position, angle, shootVec.normalized); break; } }
void FixedUpdate() { State = DarthState.stoping; CheckGround(); if (Convert.ToBoolean(CnInputManager.GetAxis("Horizontal"))) { Run(); } if (isGrounded && CnInputManager.GetButtonDown("Jump")) { Jump(); } if (CnInputManager.GetButtonDown("Attack")) { Shoot(); } ////чтобы часто не стрелять //shotsTimeCounter -= Time.deltaTime; //фича высоко не прыгать if (gameObject.transform.position.y >= 5.500000F) { gameObject.transform.position = new Vector2(gameObject.transform.position.x, 5.500000F); } }
private void Update() { var movementVector = new Vector3(CnInputManager.GetAxis("Horizontal"), 0f, CnInputManager.GetAxis("Vertical")); if (movementVector.sqrMagnitude < 0.00001f) { return; } // Clamping Vector3 closestDirectionVector = directionalVectors[0]; float closestDot = Vector3.Dot(movementVector, closestDirectionVector); for (int i = 1; i < directionalVectors.Length; i++) { float dot = Vector3.Dot(movementVector, directionalVectors[i]); if (dot < closestDot) { closestDirectionVector = directionalVectors[i]; closestDot = dot; } } // closestDirectionVector is what we need var transformedDirection = _mainCameraTransform.InverseTransformDirection(closestDirectionVector); transformedDirection.y = 0f; transformedDirection.Normalize(); transform.position += transformedDirection * Time.deltaTime; }
public void Update() { // Just use CnInputManager. instead of Input. and you're good to go var inputVector = new Vector3(CnInputManager.GetAxis("Horizontal"), CnInputManager.GetAxis("Vertical")); Vector3 movementVector = Vector3.zero; // If we have some input _animator.SetFloat("Speed", 0.0f); if (inputVector.sqrMagnitude > 0.001f) { movementVector = _mainCameraTransform.TransformDirection(inputVector); movementVector *= MovementSpeed; movementVector.y = 0f; _animator.SetFloat("Speed", movementVector.sqrMagnitude * MovementSpeed); movementVector.Normalize(); _transform.forward = Vector3.MoveTowards(movementVector, _transform.forward, Time.deltaTime); } if (transform.position.y > 0) { movementVector += Physics.gravity; } transform.position = Vector3.MoveTowards(transform.position, transform.position + movementVector, Time.deltaTime * MovementSpeed); }
void FixedUpdate() { if (!this.movable) { return; } float h = CnInputManager.GetAxis("Horizontal"); float v = CnInputManager.GetAxis("Vertical"); var dirc = new Vector3(h, v, 0); if (dirc.magnitude > 1) { dirc /= dirc.magnitude; } RotateToLookup(dirc); if (h != 0f || v != 0f) { myAnimator.SetBool("Moving", true); body.velocity = dirc * currentMoveSpeed; } else { myAnimator.SetBool("Moving", false); body.velocity = Vector3.zero; } }
void Move() { // Vector3 rightMovement = right * moveSpeed * Time.deltaTime * Input.GetAxis("Horizontal"); // Vector3 upMovement = forward * moveSpeed * Time.deltaTime * Input.GetAxis("Vertical"); Vector3 rightMovement = right * moveSpeed * Time.deltaTime * CnInputManager.GetAxis("Horizontal"); Vector3 upMovement = forward * moveSpeed * Time.deltaTime * CnInputManager.GetAxis("Vertical"); Vector3 heading = Vector3.Normalize(rightMovement + upMovement); transform.position += rightMovement; transform.position += upMovement; if (upMovement != new Vector3(0, 0, 0)) { transform.forward = heading; anim.SetBool("isWalking", true); } else if (rightMovement != new Vector3(0, 0, 0)) { transform.forward = heading; anim.SetBool("isWalking", true); } else { anim.SetBool("isWalking", false); } }
void FixedUpdate() { input = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));//or input = new Vector3(CnInputManager.GetAxis("Horizontal"), 0.0f, CnInputManager.GetAxis("Vertical")); //input = input.normalized; rb.AddForce(input * speed); }
// Update is called once per frame void FixedUpdate() { float movement = CnInputManager.GetAxis("Horizontal"); isOnGround = Physics2D.OverlapCircle(groundCheck.position, groundRadius, groundLayers); playerAnim.SetBool("Ground", isOnGround); playerAnim.SetFloat("Speed", Mathf.Abs(movement)); // if the player is being knocked back, remove controls if (isKnockedBack) { return; } rigidBody.velocity = new Vector2(movement * maxSpeed, rigidBody.velocity.y); if (Mathf.Abs(movement) > 0 && !playerAudio.isPlaying && isOnGround) { playerAudio.PlayOneShot(runningAudioClip); } if ((movement > 0 && !facingRight) || (movement < 0 && facingRight)) { Flip(); } Vector3 pos = Camera.main.WorldToViewportPoint(transform.position); pos.x = Mathf.Min(pos.x, 0.97f); transform.position = Camera.main.ViewportToWorldPoint(pos); }
void Update( ) { state.grounded = isGrounded(); if (state.grounded) { state.onAir = false; } else { state.onAir = true; } //// print(state.grounded); BetterJump(); hrInput = (int)CnInputManager.GetAxis("Horizontal"); ac.SetInteger("hrInput", hrInput); if (state.onAir) { ac.SetBool("Jump", true); } else if (state.onAir == false) { ac.SetBool("Jump", false); } if (hrInput == 0) { sp.flipX = false; } }
//FIXED_UPDATE void FixedUpdate() { float horizontal = CnInputManager.GetAxis("Horizontal"); Vector2 movement = new Vector2(horizontal, 0); rb2d.AddForce(movement * speed); }
void FixedUpdate() { //left right jump movement movement if (CnInputManager.GetAxis("Horizontal") > 0) { moveRight(); } if (CnInputManager.GetAxis("Horizontal") < 0) { moveLeft(); } if (CnInputManager.GetButtonDown("Jump")) { jump(); } //stop if (playerRb.velocity.x == 0) { stopPlayer(); } if (CnInputManager.GetButtonDown("Jump") && playerRb.velocity.x == 0) { sjump(); } }
// Update is called once per frame void Update() { Vel_Y = RB.velocity.y; Move = CnInputManager.GetAxis("Horizontal") * Time.deltaTime * Move_Speed; transform.position = transform.position + new Vector3(Move, 0, 0); if (Move > 0 || (CnInputManager.GetButtonDown("Horizontal"))) { transform.localEulerAngles = new Vector3(0, 0, 0); AnimGato.SetBool("isWalking", true); } else if (Move < 0 || (CnInputManager.GetButtonDown("Horizontal"))) { transform.localEulerAngles = new Vector3(0, 180, 0); AnimGato.SetBool("isWalking", true); } else if (!Input.anyKey) { AnimGato.SetBool("isWalking", false); } if ((Input.GetButton("Jump") || CnInputManager.GetButtonDown("Jump")) && Grounded == true && Space_Down == false) { audio.clip = Salto; audio.Play(); AnimGato.SetBool("Jump", true); RB.AddForce(0, Jump, 0); Space_Down = true; } if (Input.GetKey(KeyCode.Space) != true) { Space_Down = false; } if (RB.velocity.y < 0) { AnimGato.SetBool("Jump", false); AnimGato.SetBool("Falling", true); } if (Grounded == true) { AnimGato.SetBool("Falling", false); } if (transform.position.y < -4.9f) { audio.clip = Muerte; audio.Play(); transform.position = new Vector3(-0.28f, 2.3f, 5); Destroy(GameObject.FindGameObjectWithTag("Pajaro")); if (Vidas != 0) { GameObject.Find("Vida" + Vidas).SetActive(false); Vidas--; } } }
void Move() { if (IsCanControl) { var inputVector = new Vector2(CnInputManager.GetAxis("Horizontal"), CnInputManager.GetAxis("Vertical")); Vector3 movementVector = inputVector; isWillMove = inputVector != Vector2.zero ? true : false; if (isWillMove) { float angle = RotateAngleWithCameraView(inputVector); //Calculate Rotation Angle transform.rotation = Quaternion.Euler(0, angle, 0); //Set Rotation Angle movementVector += Physics.gravity; Vector3 movePosition = movementVector * Time.deltaTime * playerController.AttributesController.speed; movePosition.y = 0; transform.Translate(movePosition); inputMoveSpeed = inputVector.magnitude; } else { inputMoveSpeed = Vector3.zero.magnitude; } } else { inputMoveSpeed = Vector3.zero.magnitude; } }
void Update() { if (CanMove) { if (Input.GetKeyDown(KeyCode.Space) && movementDirection != Vector2.zero && !makeingRoll) { makeingRoll = true; rollStartTime = Time.timeSinceLevelLoad; velocity *= rollVelocityMultiplier; } if (gameObject.activeSelf && CanMove && !makeingRoll) { movementDirection.x = CnInputManager.GetAxis("Horizontal"); movementDirection.y = CnInputManager.GetAxis("Vertical"); } else { if (makeingRoll) { if (rollStartTime + rollTime < Time.timeSinceLevelLoad) { velocity /= rollVelocityMultiplier; makeingRoll = false; rb.velocity = Vector2.zero; } } } } }
void Update() { if (controller == 1) { if (CnInputManager.GetAxis("Horizontal") > 0 && Container.transform.position.x < 186) { //for right side movement movement = CnInputManager.GetAxis("Horizontal") * moveSpeed; //CnInput is used for Cn Control buttons.[left n right arrow here] Container.transform.position = new Vector2(Container.transform.position.x + movement, Container.transform.position.y); } else if (CnInputManager.GetAxis("Horizontal") < 0 && Container.transform.position.x > 6) { //for left side movement movement = CnInputManager.GetAxis("Horizontal") * moveSpeed; Container.transform.position = new Vector2(Container.transform.position.x + movement, Container.transform.position.y); } } if (controller == 2) { if (Input.acceleration.x > 0 && Container.transform.position.x < 186) //for right side movement { movement = Input.acceleration.x * 17; //used with sensor of mobile Container.transform.position = new Vector2(Container.transform.position.x + movement, Container.transform.position.y); } else if (Input.acceleration.x < 0 && Container.transform.position.x > 6) //for left side movement { movement = Input.acceleration.x * 17; Container.transform.position = new Vector2(Container.transform.position.x + movement, Container.transform.position.y); } } }
private void Move() { var inputVector = new Vector3(CnInputManager.GetAxis("Horizontal"), 0, CnInputManager.GetAxis("Vertical")); if (inputVector.sqrMagnitude > 0.01f) // 움직이면 { tr.Rotate(Vector3.up * inputVector.x * rotSpeed * Time.deltaTime); //float index; //index = (inputVector.x > 0.35) ? 17 - inputVector.z : (inputVector.x < -0.35) ? 17 + inputVector.z : 18; pv.RPC("SetAni", PhotonTargets.All, 18); //tr.Translate(Vector3.forward * inputVector.z * speed * Time.deltaTime); rigid.velocity = inputVector * speed; rigid.position = new Vector3 (Mathf.Clamp(rigid.position.x, -24.5f, 24.5f), tr.position.y, Mathf.Clamp(rigid.position.z, -24.5f, 24.5f)); } if (inputVector.sqrMagnitude == 0.0f) { pv.RPC("SetAni", PhotonTargets.All, 1); rigid.velocity = Vector3.zero; } //tr.Translate(Vector3.down * 9.8f * Time.deltaTime); }
// Update is called once per frame void FixedUpdate() { if (GameActive) { Vector3 moveInput = new Vector3(CnInputManager.GetAxis("Horizontal"), 0, 0); if (moveInput.magnitude > 0) { targetRotation = Quaternion.LookRotation(moveInput); } else { targetRotation = Quaternion.LookRotation(Vector3.forward); } Vector3 moveVelocity = moveInput.normalized * MoveSpeed; rigidBody.MovePosition(rigidBody.position + moveVelocity * Time.fixedDeltaTime); Player.rotation = Quaternion.Lerp(Player.rotation, targetRotation, Smooth * Time.fixedDeltaTime); animator.SetFloat("Speed", moveVelocity.magnitude / MoveSpeed); } else { Vector3 moveInput = new Vector3(0, 0, 0); Vector3 moveVelocity = moveInput.normalized * MoveSpeed; animator.SetFloat("Speed", moveVelocity.magnitude / MoveSpeed); } }
// Update is called once per frame void Update() { shoot_button = CnInputManager.GetButton("Jump"); moving.x = moving.y = 0; Vector2 movement = new Vector2(CnInputManager.GetAxis("Horizontal"), CnInputManager.GetAxis("Vertical")); if (movement.x > 0) { moving.x = 1; transform.localScale = new Vector3(1, 1, 1); } else if (movement.x < 0) { moving.x = -1; transform.localScale = new Vector3(-1, 1, 1); } // for jump if (movement.y > 0) { moving.y = 1; } else if (movement.y < 0) { moving.y = -1; } }
// This is called once per frame void Update() { // check if flying CheckFlying(); // check if falling too fast //CheckVelo(); // keep the player in bounds CheckInBounds(); // Joystick input handling - need to move this to a seperate function "Move()" float h = CnInputManager.GetAxis("Horizontal"); Move(h, true); float v = CnInputManager.GetAxis("Vertical"); Move(v, false); if (h == 0) { AddGravity(); lastMoveHoriz = 0; lastMoveVert = 0; } }
private void FixedUpdate() { startTimer -= Time.deltaTime; if (startTimer <= 0 && speed > 0.5f) { var newVelocity = rb.velocity; newVelocity.z = -25.0f; //30 rb.velocity = newVelocity; //rb.AddRelativeForce(Vector3.forward * -10); newVelocity.x = -15.0f * CnInputManager.GetAxis("Horizontal"); //rb.AddRelativeForce(-0.5f * CnInputManager.GetAxis("Horizontal"), 0, 0, ForceMode.VelocityChange); //if (transform.position.x >= -5f && transform.position.x <= 5f) //{ if (rb.velocity.y != 0) { SavedVelocity.y = newVelocity.y; } newVelocity.y = SavedVelocity.y; rb.velocity = newVelocity; Physics.gravity = new Vector3(0, -25, 0); if (Time.timeScale < 0.3f || GameController.Instance.isPaused) { if (rb.velocity.y != 0) { SavedVelocity.y = rb.velocity.y / 1.25f; } Physics.gravity = new Vector3(0, 0, 0); rb.velocity = new Vector3(0, 0, 0); } } }
void FixedUpdate() { // float moveHorizontal = Input.GetAxis ("Horizontal"); // float moveVertical = Input.GetAxis ("Vertical"); // Vector3 a = Input.acceleration; // Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical); // Vector3 movement = new Vector3 (a.x, 0.0f, a.y); // dir = t.GetComponent<move>().getDir(); // Vector3 movement = new Vector3 (dir.x, 0.0f, dir.y); Vector3 movement = new Vector3(CnInputManager.GetAxis("Horizontal"), 0f, CnInputManager.GetAxis("Vertical")); boundary.xMin = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, 9)).x; boundary.xMax = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, 9)).x; boundary.zMax = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.65f, 9.0f)).z; boundary.zMin = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.0f, 9.0f)).z; GetComponent <Rigidbody> ().velocity = movement * speed; GetComponent <Rigidbody> ().position = new Vector3( Mathf.Clamp(GetComponent <Rigidbody> ().position.x, boundary.xMin, boundary.xMax), 0.0f, Mathf.Clamp(GetComponent <Rigidbody> ().position.z, boundary.zMin, boundary.zMax) ); GetComponent <Rigidbody> ().rotation = Quaternion.Euler(0.0f, 0.0f, GetComponent <Rigidbody> ().velocity.x * -tilt); }
void Update() { if (UnitZ.playerManager.PlayingCharacter != null) { SetVisible(true); FPSController fpsControl = UnitZ.playerManager.PlayingCharacter.GetComponent <FPSController>(); if (fpsControl) { MouseLock.IsMobileControl = true; fpsControl.MoveCommand(new Vector3(CnInputManager.GetAxis("Horizontal"), 0, CnInputManager.GetAxis("Vertical")), CnInputManager.GetButton("Jump")); fpsControl.Aim(new Vector2(CnInputManager.GetAxis("Touch X") * AimSensitivity, CnInputManager.GetAxis("Touch Y") * AimSensitivity)); fpsControl.Trigger1(CnInputManager.GetButton("Touch Fire1")); /*fpsControl.Trigger2(CnInputManager.GetButtonDown("Fire2")); * * if (CnInputManager.GetButtonDown("Fire3")) * { * fpsControl.OutVehicle(); * fpsControl.Interactive(); * } * * if (CnInputManager.GetButtonDown("Submit")) * { * fpsControl.Reload(); * }*/ fpsControl.Checking(); } } else { SetVisible(false); } }
public void Update() { if (vivo) { var inputVector = new Vector2(CnInputManager.GetAxis("Horizontal"), CnInputManager.GetAxis("Vertical")); Vector3 movementVector = Vector2.zero; if (inputVector.sqrMagnitude > 0.001f) { movementVector = _mainCameraTransform.TransformDirection(inputVector); if (movementVector.x == 1) { _transform.position = transform.position - Vector3.left * MovementSpeed; _transform.rotation = Quaternion.Euler(0, 0, 270); } else if (movementVector.x == -1) { _transform.position = transform.position - Vector3.right * MovementSpeed; _transform.rotation = Quaternion.Euler(0, 0, 90); } else if (movementVector.y == 1) { _transform.position = transform.position - Vector3.down * MovementSpeed; _transform.rotation = Quaternion.Euler(0, 0, 0); } else if (movementVector.y == -1) { _transform.position = transform.position - Vector3.up * MovementSpeed; _transform.rotation = Quaternion.Euler(0, 0, 180); } } } }
protected override void UpdateVelocity() { if (GetComponent <PlayerData> ().pIsDead) { return; } var desiredVelocity = new Vector3(CnInputManager.GetAxis(horizontalAxisName), CnInputManager.GetAxis(verticalAxisName), 0.0f); if (desiredVelocity.magnitude < joystickThreshold) { pIsControlling = false; _currentSpeed = 0; } else { if (!pIsControlling) { _currentSpeed = _initialSpeed; _velocity = desiredVelocity; } else { var steeringVector = steering.GetSteeringByTwoVelocity(_velocity, desiredVelocity); _velocity += steeringVector; } pIsControlling = true; } base.UpdateVelocity(); }
public float GetAxis(myKeyCode keyCode) { //返回控制移动的左摇杆 switch (keyCode) { case myKeyCode.Horizontal: if (CnInputManager.GetAxis("Horizontal") != 0) { return(CnInputManager.GetAxis("Horizontal")); } if (Input.GetAxis("Horizontal") != 0) { return(Input.GetAxis("Horizontal")); } break; case myKeyCode.Vertical: if (CnInputManager.GetAxis("Vertical") != 0) { return(CnInputManager.GetAxis("Vertical")); } if (Input.GetAxis("Vertical") != 0) { return(Input.GetAxis("Vertical")); } break; } return(0); }
void Input() { if (!isLocalPlayer) { return; } if (CanMove == true) { //get horizontal and vertical input from controller horizontalMovement = CnInputManager.GetAxis("Horizontal"); verticalMovement = CnInputManager.GetAxis("Vertical"); if (movement != Vector3.zero) { targetRotation = Quaternion.LookRotation(movement, Vector3.up); } else { targetRotation = transform.rotation; } CmdMove(horizontalMovement, verticalMovement, targetRotation); } if (CnInputManager.GetButton("Attack")) { //attacking variable isn't really used for anything, but attack doesn't seem to synchronize unless they have at least one parameter. attacking = true; CmdAttack(attacking); } }
// Update is called once per frame void Update() { if (!isLocalPlayer || skill.isCooldown()) { return; } if (CnInputManager.GetButtonDown(simpleButtonName)) { skill.ButtonDown(); } if (CnInputManager.GetButtonUp(simpleButtonName) && !cancelSkill) { skill.ButtonUp(); } if (CnInputManager.GetButtonUp(simpleButtonName) && cancelSkill) { skill.ButtonCancel(); } if (!isPressButton && CnInputManager.GetButton(simpleButtonName)) { skill.ButtonDirection(CnInputManager.GetAxis(verticalButtonName), CnInputManager.GetAxis(horizontalButtonName)); } if (CnInputManager.GetButtonDown("CancelSkill")) { cancelSkill = true; } if (CnInputManager.GetButtonUp("CancelSkill")) { cancelSkill = false; } }
void Update() { float dirHor = CnInputManager.GetAxis("Horizontal"); float dirVer = CnInputManager.GetAxis("Vertical"); //Vector2 moveVect = new Vector2(dirHor, dirVer) * speed; Vector3 rotVect = new Vector3(dirHor, dirVer, 0.0f); if (dirHor != 0 || dirVer != 0) { angle = Mathf.Atan2(dirVer, dirHor) * Mathf.Rad2Deg; transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); //transform.RotateAround(PlayerCollider.bounds.center, Vector3.forward, angle); lastAngle = angle; transform.Translate(rotVect * speed * Time.deltaTime, Space.World); lastVect = new Vector3(dirHor, dirVer, 0.0f); } else { transform.rotation = Quaternion.AngleAxis(lastAngle, Vector3.forward); transform.Translate(lastVect * speed * Time.deltaTime, Space.World); } }