// Update is called once per frame void Update() { ProInput.UpdateInput(Time.deltaTime); if (ProInput.A) { SceneManager.LoadScene("intro"); } }
void Start() { ProInput.Init(); GrabObjectsToWorld.Parse(ref world); WorldInit.Parse(ref world, ref data, ref delta, ref controls); }
void Update() { float deltaBase = Time.deltaTime; deltaRun = deltaBase * deltaModifier; deltaTimer = deltaBase; ProInput.UpdateInput(deltaRun, debug: true); Vector3 charPosition = character.transform.localPosition; Vector3 camPosition = mainCamContainer.transform.localPosition; charX = charPosition.x; charY = charPosition.y; charZ = charPosition.z; camX = camPosition.x; camY = camPosition.y; camZ = camPosition.z; preCharX = charX; preCharZ = charZ; hitActionButton = ProInput.A; HandleControls(); Flames(); DealWithCollisions(); ManageCamera(); ManageAnimations(); Vector3 newPos = new Vector3(charX, charY, charZ); character.transform.localPosition = newPos; Vector3 newcamPos = new Vector3(camX, camY, camZ); mainCamContainer.transform.localPosition = newcamPos; }
void Start() { ProInput.Init(); //Obj load obstacles = AllOfClass.PickAllOf <Obstacle>(); flames = AllOfClass.PickAllOf <Parent>(); //setups SetupFlames(); firstFlame.Activate(); gameStart = false; particlesHappy.SetActive(false); //Camera setup ogCamCharComparison = character.transform.localPosition - mainCamContainer.transform.localPosition; homeReminder.SetActive(false); winReminder.SetActive(false); //init charState = CharacterState.IDLE; // CHANGE FOR OP ManageAnimations(); StartCoroutine("GameInit"); }
// Start is called before the first frame update void Start() { ProInput.Init(); }
public static void Parse(Deltas delta, World world, ref InputsManager controls) { // Proprietary input system ProInput.UpdateInput(delta.mainDelta, true); AnalogueInput joystick = ProInput.GlobalActionStick; if (joystick.IsActive()) { float stickAngle = joystick.Angle; float stickCos = Mathf.Cos(stickAngle); float stickSin = Mathf.Sin(stickAngle); float realJoystickPress = (joystick.Distance - joystick.DeadZone) / (1 - joystick.DeadZone); if (stickCos > joystick.DeadZone) { controls.movement.x = 1; } if (stickCos < -joystick.DeadZone) { controls.movement.x = -1; } //controls.movement.x = stickCos; controls.movement.y = stickSin; } else { controls.movement.x = 0; controls.movement.y = 0; } // mouse pointer x and y Vector3 inputMouseRaw = Input.mousePosition; // Needed hack inputMouseRaw.z = 10; Vector3 mouse = world.cam.camera.ScreenToViewportPoint(inputMouseRaw); controls.pointer.x = mouse.x; controls.pointer.y = mouse.y; // You have to stop holding the action button to press it // For constant fire if (!controls.holdingActionButton) { controls.actionButton = ProInput.A; } if (ProInput.A) { controls.holdingActionButton = true; } else { controls.holdingActionButton = false; } // You have to stop holding the action button to press it // For constant fire if (!controls.holdingQuackButton) { controls.quak = ProInput.B; } if (ProInput.B) { controls.holdingQuackButton = true; } else { controls.holdingQuackButton = false; } }