// Update is called once per frame void Update() { //Grab platform-- if (Input.GetButtonDown("Fire1")) { //print("Raycast Object: " + FP_Raycast.Update()); // ----- Interact with MB Game ----- if (m_MBPlatform == FP_Raycast.Update()) { float dist = Vector3.Distance(m_MBPlatform.transform.position, m_Player.transform.position); if (dist < 2) { print("Found Platform!"); freezePlayer = true; m_frozenLocation = m_Player.transform.position; StartGame(); } else { print("User is not close enough to game"); } } } if (freezePlayer) { m_Player.transform.position = m_frozenLocation; if (Input.GetKeyDown(KeyCode.E)) { freezePlayer = false; StopGame(); } //Z is leftRight AD //X is forwardback WS float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); float Hor = m_MBPlatform.transform.rotation.eulerAngles.z; Hor += horizontal / 10; float Vert = m_MBPlatform.transform.rotation.eulerAngles.x; Vert -= vertical / 10; float defaultY = 0; Vector3 Rotation = new Vector3(Vert, defaultY, Hor); m_MBPlatform.transform.rotation = Quaternion.Euler(Rotation); } }
private void Update() { //when player hits Mouse1 if (Input.GetMouseButtonDown(0)) { GameObject g = FP_Raycast.Update(); if (g == gameObject) { //send main game script the object that was hit m_GameCallback.DynamicInvoke(m_Index); } } }
private void ManageInput() { //select conduit if (Input.GetMouseButtonDown(0)) { GameObject g = FP_Raycast.Update(); if (g == gameObject) { m_IsSelected = true; m_FrozenPosition = m_Player.position; } } //deselect conduit if (Input.GetKeyDown(KeyCode.E)) { m_IsSelected = false; } }