Exemple #1
0
 private void Update()
 {
     if (!m_jumpInput && SimpleInput.GetKey(KeyCode.Space))
     {
         m_jumpInput = true;
     }
 }
Exemple #2
0
    private void TankUpdate()
    {
        float v = SimpleInput.GetAxis("Vertical");
        float h = SimpleInput.GetAxis("Horizontal");

        bool walk = SimpleInput.GetKey(KeyCode.LeftShift);

        if (v < 0)
        {
            if (walk)
            {
                v *= m_backwardsWalkScale;
            }
            else
            {
                v *= m_backwardRunScale;
            }
        }
        else if (walk)
        {
            v *= m_walkScale;
        }

        m_currentV = Mathf.Lerp(m_currentV, v, Time.deltaTime * m_interpolation);
        m_currentH = Mathf.Lerp(m_currentH, h, Time.deltaTime * m_interpolation);

        transform.position += transform.forward * m_currentV * m_moveSpeed * Time.deltaTime;
        transform.Rotate(0, m_currentH * m_turnSpeed * Time.deltaTime, 0);

        m_animator.SetFloat("MoveSpeed", m_currentV);

        JumpingAndLanding();
    }
Exemple #3
0
    void Update()
    {
        bool grounded_ = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);

        //if (grounded_ && !grounded)
        //    jumpMove = 0;
        grounded = grounded_;
        checkJump();
        if (SimpleInput.GetKey(KeyCode.R))
        {
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
        }

        if (SimpleInput.GetKeyDown(KeyCode.Escape))
        {
            UnityEngine.SceneManagement.SceneManager.LoadScene("GameMenu");
            #if !UNITY_EDITOR
            //Application.Quit();
            #endif

            #if UNITY_EDITOR
            //UnityEditor.EditorApplication.isPlaying = false;
            #endif
        }
    }
Exemple #4
0
    void FixedUpdate()
    {
        if (SimpleInput.GetKey(rightKey))
        {
            speedX += acceleration * Time.deltaTime;
        }
        else if (SimpleInput.GetKey(leftKey))
        {
            speedX -= acceleration * Time.deltaTime;
        }
        if (SimpleInput.GetKey(backKey))
        {
            speedZ -= acceleration * Time.deltaTime;
        }
        else if (SimpleInput.GetKey(fwdKey))
        {
            speedZ += acceleration * Time.deltaTime;
        }

        speedX = Mathf.Lerp(speedX, 0, dampingSpeed * Time.deltaTime);
        speedZ = Mathf.Lerp(speedZ, 0, dampingSpeed * Time.deltaTime);

        speedX = Mathf.Clamp(speedX, -maxSpeed * Time.deltaTime, maxSpeed * Time.deltaTime);
        speedZ = Mathf.Clamp(speedZ, -maxSpeed * Time.deltaTime, maxSpeed * Time.deltaTime);

        transform.position = transform.TransformPoint(new Vector3(speedX, 0, speedZ));
    }
Exemple #5
0
 void Update()
 {
     if (isPlayer)
     {
         if ((SimpleInput.GetButton("Fire1") || SimpleInput.GetKey(KeyCode.A)))
         {
             Shoot();
         }
     }
 }
 void Update()
 {
     if (!isAndroidPlatform)
     {
         if (timeBtwAttack <= 0)
         {
             if (SimpleInput.GetKey(KeyCode.Mouse0))
             {
                 attackEnemy();
             }
         }
     }
     if (timeBtwAttack > 0)
     {
         timeBtwAttack -= Time.deltaTime;
     }
 }
Exemple #7
0
 public override void Update()
 {
     if (keyed)
     {
         return;
     }
     foreach (KeyCode k in Context.allowedKeys)
     {
         if (SimpleInput.GetKey(k))
         {
             Context.titleT.DOLocalMoveY(Context.titleT.localPosition.y + (Context.titleT.transform as RectTransform).rect.height, 0.75f, true)
             .OnComplete(() => Context.titleT.gameObject.SetActive(false))
             .OnComplete(() => ChangeState(new AwaitingPlayer(StateMachine)));
             keyed = true;
         }
     }
 }
Exemple #8
0
    void FixedUpdate() //Dans FixedUpdate pour jouer sur la physique
    {
        //Quand on appuie sur la barre espace ...
        if (SimpleInput.GetKeyDown(KeyCode.Space))
        {
            //Et qu'on est au sol ...
            if (ent.isGrounded)
            {
                //On saute !
                rb.velocity    = new Vector2(rb.velocity.x, jumpForce);
                stoppedJumping = false;
            }
        }

        //Si on reste appuyé...
        if ((SimpleInput.GetKey(KeyCode.Space)) && !stoppedJumping)
        {
            //et que le compteur n'a pas atteint 0...
            if (jumpTimeCounter > 0)
            {
                // On saute plus haut !
                rb.velocity      = new Vector2(rb.velocity.x, jumpForce);
                jumpTimeCounter -= Time.deltaTime;
            }
        }


        //Quand on lache le bouton...
        if (SimpleInput.GetKeyUp(KeyCode.Space))
        {
            //On arrete de sauter et on réinitialise le comptuer.
            jumpTimeCounter = 0;
            stoppedJumping  = true;
        }

        //Ajoute une force rappel vers le sol lors de la chute (commence avant le sommet de la parabole, ajuster ySpeedLimit pour avoir le meilleur resultat)
        if (rb.velocity.y < ySpeedLimit)
        {
            rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier) * Time.deltaTime;
        }
    }
Exemple #9
0
 private void GetInput()
 {
     horizontalInput = SimpleInput.GetAxis("Horizontal");
     verticalInput   = SimpleInput.GetAxis("Vertical");
     isBreaking      = SimpleInput.GetKey(KeyCode.Space);
 }