FOVKickDown() public méthode

public FOVKickDown ( ) : IEnumerator
Résultat IEnumerator
Exemple #1
0
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxisRaw("Horizontal"); //AMCLEAN changed GetAxis to GetAxisRaw
            float vertical   = CrossPlatformInputManager.GetAxisRaw("Vertical");   //AMCLEAN changed GetAxis to GetAxisRaw

            bool waswalking = _isWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            _isWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            //speed = _isWalking ? walkSpeed : runSpeed;
            speed  = PlayerPrefs.GetFloat("MoveSpeed") * 10;
            _input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (_input.sqrMagnitude > 1)
            {
                _input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used

            if (_isWalking != waswalking && useFOVKick && _characterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!_isWalking ? _fovKick.FOVKickUp() : _fovKick.FOVKickDown());
            }
        }
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_StartSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
    private void GetInput(out float speed)
    {
        // Read input
        float horizontal = Input.GetAxis("Horizontal");
        float vertical   = Input.GetAxis("Vertical");

        bool waswalking = m_IsWalking;


        // set the desired speed to be walking or running
        speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
        m_Input = new Vector2(horizontal, vertical);

        // normalize input if it exceeds 1 in combined length:
        if (m_Input.sqrMagnitude > 1)
        {
            m_Input.Normalize();
        }

        // handle speed change to give an fov kick
        // only if the player is going to a run, is running and the fovkick is to be used
        if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
        {
            StopAllCoroutines();
            StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
        }
    }
Exemple #4
0
    public void GetInput(out float speed)
    {
        float horizontal = 0.0f;
        float vertical   = 0.0f;

        if (PlayerNumber == 1)
        {
            horizontal = -Input.GetAxis("PlayerOne_Vertical");
            vertical   = Input.GetAxis("PlayerOne_Horizontal");
        }
        if (PlayerNumber == 2)
        {
            horizontal = -Input.GetAxis("PlayerTwo_Vertical");
            vertical   = Input.GetAxis("PlayerTwo_Horizontal");
        }

        bool waswalking = isWalking;

        if (PlayerNumber == 1)
        {
            isWalking = !Input.GetButtonDown("PlayerOne_Jump");
        }
        if (PlayerNumber == 2)
        {
            isWalking = !Input.GetButtonDown("PlayerTwo_Jump");
        }

        if (isWalking)
        {
            speed = walkSpeed;
        }
        else
        {
            speed = runSpeed;
        }

        userInput = new Vector2(horizontal, vertical);

        // normalize input if it exceeds 1 in combined length:
        if (userInput.sqrMagnitude > 1)
        {
            userInput.Normalize();
        }

        // handle speed change to give an fov kick
        // only if the player is going to a run, is running and the fovkick is to be used
        if (isWalking != waswalking && useFovKick && characterController.velocity.sqrMagnitude > 0)
        {
            StopAllCoroutines();
            if (isWalking)
            {
                StartCoroutine(fovKick.FOVKickUp());
            }
            else
            {
                StartCoroutine(fovKick.FOVKickDown());
            }
        }
    }
Exemple #5
0
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;

            // Prevents movement when character is jumping
            if (!m_Jumping)
            {
                m_Input = new Vector2(horizontal, vertical);
            }

            // System is only allow the character to run for a set amount of time
            if (m_IsWalking == false)
            {
                m_runTime -= Time.deltaTime;
            }
            if (m_runTime <= 0.02)
            {
                m_IsWalking = true;
                m_RunSpeed  = m_WalkSpeed;
            }
            if (m_RunSpeed == 5)
            {
                m_runTime += Time.deltaTime;
            }
            if (m_runTime == m_setRunTime)
            {
                m_RunSpeed = m_setRunSpeed;
            }
            if (m_runTime >= m_setRunTime)
            {
                m_runTime = m_setRunTime;
            }
            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
        private void GetInput(out float speed)
        {
            // Read input

            //horizontal Right-Left Movement
            //Vertical Up-Down Movement
            float horizontal = 0; // = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = 0; // = CrossPlatformInputManager.GetAxis("Vertical");

            Debug.DrawRay(transform.position, cam.transform.forward * 100, Color.red);
            Debug.DrawRay(transform.position, transform.forward * 100, Color.green);

            angGO  = new Vector2(transform.forward.x, transform.forward.z);
            angCam = new Vector2(cam.transform.forward.x, cam.transform.forward.z);

            angle = Vector2.SignedAngle(angGO, angCam);

            if (Input.GetKey(KeyCode.B) || canMove)
            {
                horizontal = -Mathf.Sin(angle * Mathf.PI / 180f);
                vertical   = Mathf.Cos(angle * Mathf.PI / 180f);

                //print("Angle: " + angle + " ( Horizontal: " + horizontal + " Sin: " + Mathf.Sin(angle) + " ) " + " ( Vertical: " + vertical + " Cos: " + Mathf.Cos(angle) + " ) ");
            }
            else
            {
                horizontal = 0;
                vertical   = 0;
            }



            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            if (Input.GetKey(KeyCode.LeftShift))
            {
                m_CharacterController.height = originalHeight / 8;
                m_IsCrouching = true;
            }
            else
            {
                m_CharacterController.height = originalHeight;
                m_IsCrouching = false;
            }
            if (Input.mouseScrollDelta.y < 0)
            {
                int slot = (selectedWeapon - 1 < 0) ? weapons.Length - 1 : selectedWeapon - 1;
                SelectWeapon(slot);
            }
            else if (Input.mouseScrollDelta.y > 0)
            {
                int slot = (selectedWeapon + 1 == weapons.Length) ? 0 : selectedWeapon + 1;
                SelectWeapon(slot);
            }

            if (weapon != null)
            {
                weapon.isRunning = !m_IsWalking;
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
Exemple #8
0
        private void GetInput(out float speed)
        {
            // Read input.
//			if (GvrController.IsTouching) {
//				speed = 10f;
//				m_Input = GvrController.TouchPos;
//				if (m_Input.sqrMagnitude > 1)
//				{
//					m_Input.Normalize();
//				}
//				return;
//			}


            if (CrossPlatformInputManager.GetButtonDown("Recenter"))
            {
                UnityEngine.VR.InputTracking.Recenter();
            }

            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

#if UNITY_HAS_GOOGLEVR && (UNITY_ANDROID || UNITY_EDITOR)
            horizontal = GvrController.ClickButton ? 0f : horizontal;
            vertical   = GvrController.ClickButton ? 1f :vertical;
#endif

            Debug.Log("Unit#: horizontal = " + horizontal + " vertical = " + vertical);
            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif

            //			Debug.Log ("Unit#: Is Touching = " + GvrController.ClickButton + " X = " + GvrController.TouchPos.x + " Y = " + GvrController.TouchPos.y);
//			Debug.Log ("Unit#: x_accel = " + GvrController.Accel.x + " y_accel = " + GvrController.Accel.y + " z_accel = " + GvrController.Accel.z);
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
Exemple #9
0
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = _isWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            _isWalking = !Input.GetKey(KeyCode.LeftShift);

            //moritz
            if (vertical > 0)
            {
                nowWalking = true;
            }

            if (vertical <= 0)
            {
                nowWalking = false;
            }


            bool Crouch = Input.GetButton("Fire2");
            if (Crouch)
            {
                _isWalking = true;
            }

            //new animations for input variables moritz
//			anim.SetBool("Sprint", !_isWalking);
            anim.SetBool("Crouch", Crouch);
            anim.SetBool("Walking", nowWalking);
#endif
            // set the desired speed to be walking or running
            speed  = _isWalking ? walkSpeed : runSpeed;
            _input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (_input.sqrMagnitude > 1)
            {
                _input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (_isWalking != waswalking && useFOVKick && _characterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!_isWalking ? _fovKick.FOVKickUp() : _fovKick.FOVKickDown());
            }
        }
    private void CheckFOVKick()
    {
        bool waswalking = !isRunning;

        // handle speed change to give an fov kick only if the player is going to a run, is running and the fovkick is to be used
        if (!isRunning != waswalking && useFovKick && controller.velocity.sqrMagnitude > 0)
        {
            StopAllCoroutines();
            StartCoroutine(isRunning ? fovKick.FOVKickUp() : fovKick.FOVKickDown());
        }
    }
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal;
            float vertical;

            if (canMove)
            {
                horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
                vertical   = CrossPlatformInputManager.GetAxis("Vertical");
            }
            else
            {
                horizontal = 0;
                vertical   = 0;
            }

            //transform.Rotate(0,horizontal*90*Time.deltaTime*2,0,Space.Self);
            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);
            //print(vertical);
            if (vertical == 0)
            {
                anim.SetBool("isMove", false);
                //Cmd_rabbit_anim_stop();
            }
            else
            {
                anim.SetBool("isMove", true);
                //Cmd_rabbit_anim_move();
            }
            //Cmd_rabbit_anim(vertical);
            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

                        #if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking  = true;
            m_IsCrouched = Input.GetKey(KeyCode.LeftControl);
            bool prevDash = m_IsDashing;
            m_IsDashing = (Input.GetKey(KeyCode.LeftShift) && m_Energy > 99 && !prevDash) ||
                          (Input.GetKey(KeyCode.LeftShift) && m_Energy > 32 && prevDash)
            ;

            if (m_IsDashing)
            {
                //m_AudioSource.clip = dashClip;// m_JumpSound;
                //m_AudioSource.Play();
                if (m_Energy > 99)
                {
                    DashAudioSource.PlayOneShot(dashClip, 0.6f);
                }
                //SoundManager.PlaySingleSfx(dashClip);
                Camera.main.GetComponent <CameraEffects>().DashCameraZoom();
                isDashing_delayed = true;
                Invoke("setDashingDelayedFalse", 0.5f);
            }
                        #endif
            // set the desired speed to be walking or running
            speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            if (m_IsDashing)
            {
                speed = m_RunSpeed * m_DashMultiplier;
            }
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
    private void GetInput()
    {
        // Read input
        float horizontal = Input.GetAxis("Horizontal");
        float vertical   = Input.GetAxis("Vertical");

        waswalking = m_IsWalking;

        // m_IsCrouching = Input.GetButton("Crouch");

        // On standalone builds, walk/run speed is modified by a key press.
        // keep track of whether or not the character is walking or running
        //if (!m_IsCrouching)
        {
            //   m_IsWalking = !Input.GetButton("Sprint");

            //  if (!m_Jump)
            {
                //      m_Jump = Input.GetButtonDown("Jump");
            }
        }

        // set the desired speed to be walking or running
        speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
        m_Input = new Vector2(horizontal, vertical);

        // normalize input if it exceeds 1 in combined length:
        if (m_Input.sqrMagnitude > 1)
        {
            m_Input.Normalize();
        }

        // handle speed change to give an fov kick
        // only if the player is going to a run, is running and the fovkick is to be used
        if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
        {
            StopAllCoroutines();
            StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
        }
    }
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            if (running && anim.GetInteger("Attack") != 0)
            {
                justAttack = Time.realtimeSinceStartup;
            }
            if (Time.realtimeSinceStartup <= justAttack + 4)
            {
                m_IsWalking = true;
                speed       = m_WalkSpeed;
            }
            if (anim.GetBool("Protected"))
            {
                m_IsWalking = true;
                speed       = m_WalkSpeed / 2;
            }
            else
            {
                m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
                speed       = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            }
#endif
            // set the desired speed to be walking or running
//            if (anim.GetBool("Protected") && !anim.GetBool("isRunning"))
//                speed = m_WalkSpeed/2;
//            else
//                speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
Exemple #15
0
        //აქ დაწერილია სიარულის სკრიფტი
        private void GetInput(out float speed)
        {
            float horizontal = Input.GetAxis("Horizontal");
            float vertical   = Input.GetAxis("Vertical");

            if (!IsGrounded)
            {
                if (!skipMovement)
                {
                    moveHozBeforeJump  = horizontal;
                    moveVertBeforeJump = vertical;

                    skipMovement = true;
                }
                else
                {
                    horizontal = moveHozBeforeJump;
                    vertical   = moveVertBeforeJump;
                }
            }
            else
            {
                skipMovement = false;
            }

            bool waswalking = m_IsWalking;



            if (!m_IsAiming)
            {
                speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            }
            else
            {
                speed = m_WalkSpeed * 0.8f;
            }

            m_Input = new Vector2(horizontal, vertical);

            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
//		void OnCollisionEnter (Collision col)
//		{
//			//		Destroy(col.gameObject);
//			print (gameObject.name);
//
//			if(col.gameObject.name == "Floor")
//			{
//				//			Destroy(gameObject);
//				//			print ("HEY");
//				//			GameObject player = GameObject.Find (col.gameObject.name);
//				//			player.transform.position.Set (0, 0, 10);
//
//			}
//		}
//
        private float GetInput() //now returns a float. no longer takes out speed
        {
            // Read input
            float horizontal = Random.Range(-1, 2);
            float vertical   = Random.Range(-1, 2);

            if (m_CharacterController.transform.position.x > 25)
            {
                horizontal = Random.Range(-1, 1);
            }
            else if (m_CharacterController.transform.position.x < -25)
            {
                horizontal = Random.Range(0, 2);
            }
            if (m_CharacterController.transform.position.z > 25)
            {
                vertical = Random.Range(-1, 1);
            }
            else if (m_CharacterController.transform.position.z < -25)
            {
                vertical = Random.Range(0, 2);
            }

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
            return(speed);
        }
 static int FOVKickDown(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         FOVKick obj = (FOVKick)ToLua.CheckObject <FOVKick>(L, 1);
         System.Collections.IEnumerator o = obj.FOVKickDown();
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Exemple #18
0
    private void GetInput(out float speed)
    {
        if (Cursor.visible)
        {
            m_Input = new Vector2(0f, 0f);
            speed   = 0f;
            return;
        }
        // Read input
        var horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
        var vertical   = CrossPlatformInputManager.GetAxis("Vertical");


        var waswalking = m_IsWalking;

                #if !MOBILE_INPUT
        // On standalone builds, walk/run speed is modified by a key press.
        // keep track of whether or not the character is walking or running
        m_IsWalking = !CrossPlatformInputManager.GetButton("Sprint");
                #endif
        // set the desired speed to be walking or running

        speed = m_Flying ? m_FlySpeed : m_WalkSpeed;

        if (!m_IsWalking)
        {
            speed *= m_SprintMultiplier * (CrossPlatformInputManager.GetButton("Sprint2") ? 5f : 1f);
        }

        m_Input = new Vector2(horizontal, vertical);

        // normalize input if it exceeds 1 in combined length:
        if (m_Input.sqrMagnitude > 1)
        {
            m_Input.Normalize();
        }

        // handle speed change to give an fov kick
        // only if the player is going to a run, is running and the fovkick is to be used
        if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
        {
            StopAllCoroutines();
            StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
        }
    }
Exemple #19
0
        private void GetInput(out float speed)
        {
            float power = 4f;
            float ang   = m_agent.action.rotate * 90f / 16f + 5.0f * CrossPlatformInputManager.GetAxis("Horizontal");

            transform.rotation *= Quaternion.Euler(new Vector3(0, ang, 0));
            // Read input
            float horizontal = 0;
            float vertical   = m_agent.action.forward * power + CrossPlatformInputManager.GetAxis("Vertical");

            m_Jump = m_Jump || m_agent.action.canJump;
            if (m_Jumping)
            {
                m_Jump = false;
            }

            //m_agent._actAppliedCnt++;
            //bool waswalking = m_IsWalking;

            /*
             #if !MOBILE_INPUT
             * // On standalone builds, walk/run speed is modified by a key press.
             * // keep track of whether or not the character is walking or running
             * m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
             #endif
             */
            // set the desired speed to be walking or running
            speed   = m_RunSpeed * m_agent.action.scale;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
//            if (m_Input.sqrMagnitude > 1)
//            {
//                m_Input.Normalize();
//            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (/*m_IsWalking != waswalking && m_UseFovKick &&*/ m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
Exemple #20
0
        private void GetInput(out float speed)
        {
            // Read input
            var horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            var vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            var waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            if (m_Submerged)
            {
                speed = m_IsWalking || m_Stamina == 0 ? m_SwimSpeed : m_QuickSwimSpeed;
            }
            else
            {
                speed = m_IsWalking || m_Stamina == 0 ? m_WalkSpeed : m_RunSpeed;
            }
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
            // Update stanima
            // TODO Maybe add a new capacity for stanima?
            m_Stamina = !m_IsWalking?Mathf.MoveTowards(m_Stamina, 0f, Time.deltaTime *m_LungCapacity * 2) : m_Stamina = Mathf.MoveTowards(m_Stamina, 1f, Time.deltaTime * m_LungCapacity * 5);
        }
Exemple #21
0
        private void GetInput(out float speed)
        {
            if (_gameManager.HumanNumPadActive ||
                _inventory.InventoryActive ||
                _gameManager.HumanMapActive ||
                _gameManager.HumanController.Health <= 0 ||
                _gameManager.HumanImageCanvasActive ||
                _startMenu.MenuActive)
            {
                speed = 2;
                return;
            }

            // Read input
            var horizontal = CrossPlatformInputManager.GetAxis(ButtonNames.MoveHumanX);
            var vertical   = CrossPlatformInputManager.GetAxis(ButtonNames.MoveHumanY);
            var waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
Exemple #22
0
    private void GetInput(out float speed)
    {
        // Read input
        float horizontal = Input.GetAxis("Horizontal");
        float vertical   = Input.GetAxis("Vertical");

        Character.Animator.SetFloat("Dirx", horizontal);
        Character.Animator.SetFloat("Diry", vertical);

        m_isIdle = horizontal == 0 && vertical == 0;

        bool waswalking = m_isWalking;

        m_isWalking = !Input.GetKey(KeyCode.LeftShift);

        if (!m_isWalking && CurrentStamina == 0)
        {
            m_isWalking = true;
        }

        // set the desired speed to be walking or running
        speed   = m_isWalking ? m_walkSpeed : m_runSpeed;
        m_Input = new Vector2(horizontal, vertical);

        // normalize input if it exceeds 1 in combined length:
        if (m_Input.sqrMagnitude > 1)
        {
            m_Input.Normalize();
        }

        // handle speed change to give an fov kick
        // only if the player is going to a run, is running and the fovkick is to be used
        if (m_isWalking != waswalking && m_useFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
        {
            StopAllCoroutines();
            StartCoroutine(!m_isWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
        }
        else
        {
        }
    }
Exemple #23
0
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            /*// Use last device which provided input.
             * var inputDevice = InputManager.ActiveDevice;
             *
             * // Disable and hide touch controls if we use a controller.
             * // If "Enable Controls On Touch" is ticked in Touch Manager inspector,
             * // controls will be enabled and shown again when the screen is touched.
             * if (inputDevice != InputDevice.Null && inputDevice != TouchManager.Device) {
             *  TouchManager.ControlsEnabled = false;
             * }*/

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
        private void GetInput(out float speed)
        {
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
Exemple #25
0
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            //locks camera control to allow UI specific control, and vice versa
            //added to first person controller script as it only impacts the FPS controller activity?
            if (Input.GetKeyDown(KeyCode.Escape) && lockCameraDelay <= 0)
            {
                m_LockedCamera = !m_LockedCamera;
                m_MouseLook.SetCursorLock(m_LockedCamera);
                lockCameraDelay = 1.5f;
            }

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
        private void GetInput(out float speed)
        {
            // Read input
            var horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            var vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            var waswalking = _isWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            _isWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            if (_underWater.IsSubmerged())
            {
                speed = _isWalking || !_stamina.HasStamina() ? _swimSpeed : _quickSwimSpeed;
            }
            else
            {
                speed = _isWalking || !_stamina.HasStamina() ? _walkSpeed : _runSpeed;
            }

            _input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (_input.sqrMagnitude > 1)
            {
                _input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to run, is running and the fovkick is to be used
            if (_isWalking != waswalking && _useFovKick && _characterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!_isWalking ? _fovKick.FOVKickUp() : _fovKick.FOVKickDown());
            }
        }
Exemple #27
0
    private Vector2 GetInput()
    {
        Vector2 input = new Vector2
        {
            x = Input.GetAxis("Horizontal"),
            y = Input.GetAxis("Vertical")
        };

        movementSettings.UpdateDesiredTargetSpeed(input);

        bool wasWalking = !Running;

        Running = Input.GetKey(KeyCode.LeftShift); //Keep track of whether or not the character is walking or running.

        if (!Running != wasWalking && useFovKick && rigidBody.velocity.sqrMagnitude > 0f)
        {
            StopAllCoroutines();
            StartCoroutine(Running ? fovKick.FOVKickUp() : fovKick.FOVKickDown());
        }

        return(input);
    }
Exemple #28
0
        void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = CrossPlatformInputManager.GetAxis("Vertical");

            bool wasRunning = isRunning;

            isRunning = Input.GetKey(KeyCode.Space);
            slowWalk  = Input.GetKey(KeyCode.LeftShift);

            // set the desired speed to be walking or running
            speed = m_WalkSpeed;
            if (isRunning)
            {
                speed = m_RunSpeed;
            }
            if (slowWalk)
            {
                speed = m_SlowWalkSpeed;
            }
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (isRunning != wasRunning && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!isRunning ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
    void GetInput(out float speed)
    {
        // Read input
        float horizontal = Input.GetAxis("Horizontal");
        float vertical   = Input.GetAxis("Vertical");

        bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
        // On standalone builds, walk/run speed is modified by a key press.
        // keep track of whether or not the character is walking or running
        m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
        speed   = DesiredSpeed();
        m_Input = new Vector2(horizontal, vertical);

        // normalize input if it exceeds 1 in combined length:
        if (m_Input.sqrMagnitude > 1)
        {
            m_Input.Normalize();
        }

        // handle speed change to give an fov kick
        // only if the player is going to a run, is running and the fovkick is to be used
        if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
        {
            StopAllCoroutines();
            StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
        }

        if (m_ControllerExt)
        {
            bool    isMoving       = (m_Input != Vector2.zero);
            Vector2 animationSpeed = m_IsWalking ? m_Input * 0.5f : m_Input;
            m_ControllerExt.OnMove(isMoving, animationSpeed, false);
        }
    }
Exemple #30
0
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = Input.GetAxis("Horizontal");
            float vertical   = Input.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);
            Debug.Log(headTransform.rotation.y);
            m_Input = Quaternion.Euler(0, 0, 360f - headTransform.eulerAngles.y) * m_Input;

            // animate
            bool walking = horizontal >= 0.1f || vertical >= 0.1f;
            m_Anim.SetBool("IsWalking", walking);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }