Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        //ジョイスティックの位置を固定
        CrossPlatformInputManager.SetAxis("Horizontal", 0);
        CrossPlatformInputManager.SetAxis("Vertical", 0);

        if (Input.GetKeyDown("p"))
        {
            OnPause();
        }
        if (hantei == 2)
        {
            time += Time.deltaTime;
            if (time >= 1)
            {
                secound++;
                time = 0;
            }
            if (secound < 10)
            {
                timetext.text = "00" + ":" + "0" + secound.ToString();
            }
            else
            {
                timetext.text = "00" + ":" + secound.ToString();
            }
        }
    }
Exemple #2
0
    public virtual void OnDrag(PointerEventData ped)
    {
        Vector2 zero = Vector2.zero;

        if (RectTransformUtility.ScreenPointToLocalPointInRectangle(this.bgImage.get_rectTransform(), ped.get_position(), ped.get_pressEventCamera(), out zero))
        {
            zero.x                /= this.bgImage.get_rectTransform().sizeDelta.x;
            zero.y                /= this.bgImage.get_rectTransform().sizeDelta.y;
            this.inputVector       = new Vector3(zero.x * 2f, zero.y * 2f, 0f);
            this.unNormalizedInput = this.inputVector;
            this.inputVector       = (this.inputVector.magnitude <= 1f) ? this.inputVector : this.inputVector.normalized;
            this.joystickKnobImage.get_rectTransform().anchoredPosition = new Vector3(this.inputVector.x * (this.bgImage.get_rectTransform().sizeDelta.x / ((float)this.joystickHandleDistance)), this.inputVector.y * (this.bgImage.get_rectTransform().sizeDelta.y / ((float)this.joystickHandleDistance)));
            if (!this.joystickStaysInFixedPosition && (this.unNormalizedInput.magnitude > this.inputVector.magnitude))
            {
                Vector3 position = this.bgImage.get_rectTransform().position;
                position.x += ped.get_delta().x;
                position.y += ped.get_delta().y;
                position.x  = Mathf.Clamp(position.x, this.bgImage.get_rectTransform().sizeDelta.x, (float)Screen.width);
                position.y  = Mathf.Clamp(position.y, 0f, Screen.height - this.bgImage.get_rectTransform().sizeDelta.y);
                this.bgImage.get_rectTransform().position = position;
            }
            CrossPlatformInputManager.SetAxis("Horizontal", this.inputVector.x);
            CrossPlatformInputManager.SetAxis("Vertical", this.inputVector.y);
        }
    }
Exemple #3
0
    // Update is called once per frame
    void Update()
    {
#if MOBILE_INPUT
        if (speed > 0)
        {
            speed -= speedDecay;
        }
        if (speed < 0)
        {
            speed += speedDecay;
        }

        if (rotation > 0)
        {
            rotation -= rotationDecay;
        }
        if (rotation < 0)
        {
            rotation += rotationDecay;
        }

        if (pan > 0)
        {
            pan -= panDecay;
        }
        if (pan < 0)
        {
            pan += panDecay;
        }

        CrossPlatformInputManager.SetAxis("Vertical", speed / axisFactor);
        CrossPlatformInputManager.SetAxis("Rotate", rotation / axisFactor);
        CrossPlatformInputManager.SetAxis("Pan", pan / axisFactor);
#endif
    }
Exemple #4
0
    // Update is called once per frame
    void Update()
    {
        if (!isBalancing)
        {
            return;
        }

        // Move towards the other rope node.
        transform.LookAt(_moveTowards);

        // Walk slowly forward, it should be facing the node at the other end.
        CrossPlatformInputManager.SetAxis("Horizontal", 0);
        CrossPlatformInputManager.SetAxis("Vertical", characterSpeed);


        var difference = BalanceAngleDifference();

        dialRoot.rotation = Quaternion.Euler(0, 0, difference);

        Camera.main.transform.Rotate(Vector3.forward, difference * characterSpeed, Space.Self);

        if (difference > angleThreshold || difference < _inverseAngleThreshold)
        {
            // What happens when it's too much? We fall off I assume.
            print("Fall off");
            // Why can't I add force here? Is there some tick box on?
            var rb = _character.GetComponent <Rigidbody>();
            rb.AddForce(new Vector3(1, 1, 0) * difference);
            // Whatever happens, we still have to end the balance.
            EndBalance();
        }
    }
Exemple #5
0
 // Update is called once per frame
 void Update()
 {
     if (Application.isEditor && !TestRun)
     {
         return;
     }
     CrossPlatformInputManager.SetAxis("Vertical", dj.Vertical);
     CrossPlatformInputManager.SetAxis("Horizontal", dj.Horizontal);
 }
Exemple #6
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        private void SetAxiesFromVector(Vector3 movement)
        {
            //float h = Vector3.Dot(movement, horizontalDirection) / horizontalDirection.magnitude;
            //float v = Vector3.Dot(movement, verticalDirection) / verticalDirection.magnitude;
            float h = movement.ScalarProjection(horizontalDirection);
            float v = movement.ScalarProjection(verticalDirection);

            CrossPlatformInputManager.SetAxis(horizontalAxis, h);
            CrossPlatformInputManager.SetAxis(verticalAxis, v);
        }
Exemple #7
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 private void UpdateVirtualAxes(Vector3 value)
 {
     if (useX)
     {
         CrossPlatformInputManager.SetAxis(horizontalAxisName, value.x);
     }
     if (useY)
     {
         CrossPlatformInputManager.SetAxis(verticalAxisName, value.y);
     }
 }
Exemple #8
0
    // Update is called once per frame
    void Update()
    {
        if (player.onGround)
        {
            lineRenderer.SetActive(true);
            AnimateLine(hort);
        }
        else
        {
            lineRenderer.SetActive(false);
        }

        if (flag == 1)
        {
            jumpPosition = new Vector3(xCom.x, destination.position.y, destination.position.z);
            player.Jump(jumpPosition);
            jumpPosition = Vector3.zero;

            flag = 0;
        }
        if (CrossPlatformInputManager.GetAxis("FUCKINGPAUSE") > 0 || (Input.GetKeyDown(KeyCode.Escape) && player.Alive == true))
        {
            Pause();
            CrossPlatformInputManager.SetAxis("FUCKINGPAUSE", 0);
        }


        if (flag == 0 && LePlayer.gameObject.GetComponent <Rigidbody>() && LePlayer.GetComponent <Rigidbody>().velocity.magnitude == 0 && !isInUI && !(CrossPlatformInputManager.GetAxis("FUCKINGPAUSE") > 0) && Input.GetMouseButtonDown(0))
        {
            timeForHortizonal = !timeForHortizonal;
            xCom = pointAlongLine;

            if (!gamePaused)
            {
                flag = 1;
            }
        }


        if (player.touchedTarget)
        {
            StartCoroutine(targerAnimation());
            StartCoroutine(ReLocateTower());

            int jumTo = currTower + 1;

            if (jumTo == towers.Length)
            {
                jumTo = 0;
            }
            target.Jump(towers[jumTo].GetChild(0).position);
        }
    }
Exemple #9
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 void Start()
 {
     myBody = this.GetComponent <Rigidbody2D>();
     if (PlayerPrefs.GetString("landingBool") != "false" && PlayerPrefs.GetString("landingBool") != "true")
     {
         PlayerPrefs.SetString("landingBool", "false");
     }
     if (PlayerPrefs.GetString("landingBool") == "true")
     {
         CrossPlatformInputManager.SetAxis("Vertical", 0.5f);
         moveForce = 5.0f;
     }
 }
Exemple #10
0
 // Update is called once per frame
 void Update()
 {
     if (Screen.orientation == ScreenOrientation.Portrait)
     {
         if (Input.GetMouseButtonDown(0) && ok)
         {
             //クリックし始め
             //position=Camera.main.ScreenToWorldPoint(Input.mousePosition);
             stickunder.position = Input.mousePosition;
             joystick.position   = Input.mousePosition;
             position            = Input.mousePosition;
             //stick.CreateVirtualAxes ();
             //stick.UpdateVirtualAxes(Input.mousePosition);
             Debug.Log("joystick" + joystick.localPosition);
             Debug.Log("mouse" + Input.mousePosition);
             if (0 == 0)
             {
                 push = true;
             }
         }
         if (Input.GetMouseButton(0) && push)
         {
             joystick.position = new Vector2(Mathf.Clamp(Input.mousePosition.x, position.x + sticklimit * -1, position.x + sticklimit),
                                             Mathf.Clamp(Input.mousePosition.y, position.y + sticklimit * -1, position.y + sticklimit));
             Vector2 move = position - new Vector2(Input.mousePosition.x, Input.mousePosition.y);
             CrossPlatformInputManager.SetAxis("Horizontal", (move.x * -1) / 30);
             CrossPlatformInputManager.SetAxis("Vertical", (move.y * -1) / 30);
         }
         if (Input.GetMouseButtonUp(0))
         {
             //指を離す
             ok   = true;
             push = false;
             CrossPlatformInputManager.SetAxis("Horizontal", 0);
             CrossPlatformInputManager.SetAxis("Vertical", 0);
             joystick.localPosition   = new Vector3(1000, 1000, 1000);
             stickunder.localPosition = new Vector3(1000, 1000, 1000);
         }
     }
     else
     {
         ok   = true;
         push = false;
         CrossPlatformInputManager.SetAxis("Horizontal", 0);
         CrossPlatformInputManager.SetAxis("Vertical", 0);
         joystick.localPosition   = new Vector3(1000, 1000, 1000);
         stickunder.localPosition = new Vector3(1000, 1000, 1000);
     }
 }
 private void Update()
 {
     //Debug.Log("Update " + joystick.Vertical + " " + _verticalAxisPressed + " " + _verticalAxisReset);
     if (joystick.Vertical <= 0)
     {
         _verticalAxisReset = true;
     }
     if (joystick.Vertical > 0 && !_verticalAxisPressed && _verticalAxisReset)
     {
         _verticalAxisPressed = true;
         _verticalAxisReset   = false;
         CrossPlatformInputManager.SetButtonDown("Jump");
     }
     CrossPlatformInputManager.SetAxis("Horizontal", joystick.Horizontal);
 }
    public IEnumerator PlayerMovesZAxis()
    {
        //uses virtual input to see whether the player moves on y axis and not x
        GameObject initalPos = new GameObject();
        var        playerA   = new GameObject().AddComponent <FirstPersonController> ();

        initalPos.transform.position = new Vector3(0, 0);
        playerA.transform.position   = initalPos.transform.position;

        yield return(null);

        CrossPlatformInputManager.SetAxis("Virtical", 1);

        Assert.True(playerA.transform.position.z > initalPos.transform.position.z ||
                    playerA.transform.position.z < initalPos.transform.position.z &&
                    playerA.transform.position.x == initalPos.transform.position.x);
    }
Exemple #13
0
        private void DoTouchRaycasts()
        {
            var     lookup    = GetSuccessfulTouchRaycastLookup();
            Vector3 offset    = Vector3.zero;
            float   slowValue = 0;

            if (lookup.Count == 1)
            {
                var hit = lookup.First().Value;
                slowValue = hit.collider == fineTuneCollider ? 1 : 0;

                offset = orbiter.InverseTransformPoint(hit.point).normalized;
            }

            CrossPlatformInputManager.SetAxis(moveSlowAxis, slowValue);
            if (vectorGizmo != null)
            {
                vectorGizmo.Value = offset;
            }

            SetAxiesFromVector(offset);
        }
Exemple #14
0
    void Update()
    {
        if (Input.GetKey("space"))
        {
            CrossPlatformInputManager.SetButtonDown("Jump");
        }
        else
        {
            CrossPlatformInputManager.SetButtonUp("Jump");
        }

        if (Input.GetKey("c"))
        {
            CrossPlatformInputManager.SetButtonDown("Sneak");
        }
        else
        {
            CrossPlatformInputManager.SetButtonUp("Sneak");
        }

        CrossPlatformInputManager.SetAxis("Horizontal", Input.GetAxis("Horizontal"));
        CrossPlatformInputManager.SetAxis("Vertical", Input.GetAxis("Vertical"));
    }
Exemple #15
0
 public void HandleInput(float value)
 {
     CrossPlatformInputManager.SetAxis(axis, (value * 2f) - 1f);
 }
        private void Update()
        {
//Check if we are running either in the Unity editor or in a standalone build.
#if UNITY_STANDALONE || UNITY_WEBPLAYER
//Check if we are running on iOS, Android, Windows Phone 8 or Unity iPhone
#elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_IPHONE
//Check if Input has registered more than zero touches
            Vector2 dragOffset = Vector2.zero;
            if (Input.touchCount > 0)
            {
                //Store the first touch detected.
                Touch myTouch = Input.touches[0];

                switch (myTouch.phase)
                {
                //Check if the phase of that touch equals Began
                case TouchPhase.Began:
                    //If so, set touchOrigin to the position of that touch
                    _touchOrigin = myTouch.position;

                    // enable the nobs

                    _touchNob1.transform.position = _touchOrigin;
                    _touchNob2.transform.position = _touchOrigin;
                    break;

                case TouchPhase.Moved:
                    _touchNob1.SetActive(true);
                    _touchNob2.SetActive(true);
                    break;

                case TouchPhase.Canceled:
                case TouchPhase.Ended:
                    //Set touchOrigin.x to -1 so that our default if statement will evaluate false and not repeat immediately.
                    _touchOrigin.x = -1;
                    dragOffset     = Vector2.zero;
                    // disable touch nobs
                    _touchNob1.SetActive(false);
                    _touchNob2.SetActive(false);
                    break;

                default:
                    if (_touchOrigin.x >= 0)
                    {
                        //Calculate the difference between the beginning and end of the touch.
                        var scaledOffset = (myTouch.position - _touchOrigin) / _touchJoystickAmplitude;
                        // clamp the magnitude to 1
                        dragOffset = Vector2.ClampMagnitude(scaledOffset, 1);
                        _touchNob2.transform.position = _touchOrigin + dragOffset * _touchJoystickAmplitude;
                    }
                    break;
                }

                if (dragOffset.magnitude <= _deadZone)
                {
                    dragOffset = Vector2.zero;
                }

                Debug.DrawLine(_touchOrigin, myTouch.position, Color.green);

                // set the CrossPlatformInputManager axis, but use lerp to make the transition smoothe
                CrossPlatformInputManager.SetAxis("Horizontal", dragOffset.x);
                CrossPlatformInputManager.SetAxis("Vertical", dragOffset.y);
            }
#endif //End of mobile platform dependendent compilation section started above with #elif
        }
Exemple #17
0
 public void OnPointerDown(PointerEventData eventData)
 {
     CrossPlatformInputManager.SetAxis(m_Axis.ToString(), m_Value);
 }
Exemple #18
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 public void ResetMovement()
 {
     CrossPlatformInputManager.SetAxis("Horizontal", 0);
 }
Exemple #19
0
 public void LeftBtnClick()
 {
     CrossPlatformInputManager.SetAxis("Horizontal", -1);
 }
Exemple #20
0
 public void OnPointerUp(PointerEventData eventData)
 {
     CrossPlatformInputManager.SetAxis(m_Axis.ToString(), 0);
 }
Exemple #21
0
    private void FixedUpdate()
    {
        float x = CrossPlatformInputManager.GetAxis("Mouse X");
        float y = CrossPlatformInputManager.GetAxis("Mouse Y");

        if (x != 0 || y != 0)
        {
            CrossPlatformInputManager.SetAxis("Mouse X", 0.0f);
            CrossPlatformInputManager.SetAxis("Mouse Y", 0.0f);
        }
        GravityDrctInBattleWorld = battle_transform.InverseTransformDirection(Physics.gravity);


        if (isChangingGravity)
        {
            float step = gravityRotateSpeed * Time.deltaTime;
            changingProcess += step;

            if (changeMode == ChangingMode.rotate)
            {
                if (changingProcess > 1)
                {
                    changingProcess   = 1;
                    isChangingGravity = false;
                }
                //Vector3 lastGravityDrct = Physics.gravity;//
                Vector3 lastGravityDrct = GravityDrctInBattleWorld;//


                //Physics.gravity = Vector3.Slerp(originGravityDrct, targetGravityDrct, changingProcess);

                GravityDrctInBattleWorld = Vector3.Slerp(originGravityDrct, targetGravityDrct, changingProcess);
                Physics.gravity          = battle_transform.TransformDirection(GravityDrctInBattleWorld);


                //player.transform.rotation = Quaternion.FromToRotation(lastGravityDrct, Physics.gravity) * player.transform.rotation;
                player.transform.rotation = Quaternion.FromToRotation(battle_transform.TransformDirection(lastGravityDrct), Physics.gravity) * player.transform.rotation;
            }
            else if (changeMode == ChangingMode.revert)
            {
                player.transform.RotateAround(player.transform.position + player.transform.up * plrCapsule.height * transform.localScale.y, player.transform.right, 180.0f * step); //(new Vector3(1, 0, 0), 3.14f * step);

                if (changingProcess > 1)
                {
                    changingProcess           = 1;
                    isChangingGravity         = false;
                    player.transform.rotation = Quaternion.FromToRotation(-player.transform.up, targetGravityDrct) * player.transform.rotation;
                }
                //Physics.gravity = Vector3.Lerp(originGravityDrct, targetGravityDrct, changingProcess);
                GravityDrctInBattleWorld = Vector3.Lerp(originGravityDrct, targetGravityDrct, changingProcess);
                Physics.gravity          = battle_transform.TransformDirection(GravityDrctInBattleWorld);
            }

            //Debug.Log (player.transform.up);
        }
        else if (battleControlCentor.isSwitchingLevel)
        {
            //do nothing.
        }
        else if ((canChangeGravityInAir || tpc.m_IsGrounded) && getSlideDrctFromAxis(x, y) == slideDrct.upSlide)
        {
            targetGravityDrct = getPlayerDrct(battle_transform.InverseTransformDirection(player.transform.forward));
            //originGravityDrct = Physics.gravity;
            originGravityDrct = GravityDrctInBattleWorld;
            isChangingGravity = true;
            changingProcess   = 0;
            changeMode        = ChangingMode.rotate;
        }

        else if ((canChangeGravityInAir || tpc.m_IsGrounded) && getSlideDrctFromAxis(x, y) == slideDrct.downSlide)
        {
            //targetGravityDrct = getPlayerDrct(player.transform.forward);
            //originGravityDrct = getPlayerDrct(-Physics.gravity) * 0.3f;
            originGravityDrct = getPlayerDrct(-GravityDrctInBattleWorld) * 0.3f;
            //targetGravityDrct = getPlayerDrct(-Physics.gravity);
            targetGravityDrct = getPlayerDrct(-GravityDrctInBattleWorld);
            isChangingGravity = true;
            changingProcess   = 0;
            changeMode        = ChangingMode.revert;
        }

        //Debug.Log (targetGravityDrct);
    }
 void DoSetAxis()
 {
                 #if CROSS_PLATFORM_INPUT
     CrossPlatformInputManager.SetAxis(axisName.Value, value.Value);
                 #endif
 }