protected virtual void HandleTouchStart() { Vector2 jPosition = m_Joystick.GetPosition(); if (OnJoystickTouchStart != null) { OnJoystickTouchStart(jPosition); } }
void Update() { // Store the input positions movePosition = UltimateJoystick.GetPosition("Movement"); shootPosition = UltimateJoystick.GetPosition("Shooting"); // If the user cannot control the player, then return. if (canControl == false) { return; } // If the shooting joystick is being used and the shooting timer is ready... if (UltimateJoystick.GetJoystickState("Shooting") && shootingTimer <= 0) { // Then reset the timer and shoot a bullet. shootingTimer = shootingCooldown; CreateBullets(); } // If the shoot timer is above zero, reduce it. if (shootingTimer > 0) { shootingTimer -= Time.deltaTime; } }
void FixedUpdate() { Vector2 launchStick = UltimateJoystick.GetPosition("LaunchStick"); if (launchStick.magnitude > 0) { this.ForceAmount = Mathf.Lerp(this.ForceAmountMin, this.ForceAmountMax, launchStick.magnitude); } if ((launchStick.x > 0) && (launchStick.y >= 0)) { if (this.PathRenderer != null) { this.PathRenderer.Enable(); } this.ForceAngle = Vector2.Angle(launchStick, Vector2.right); this.ForceAngle = Mathf.Clamp(this.ForceAngle, this.ForceAngleMin, this.ForceAngleMax); } else if ((launchStick.x < 0) && (launchStick.y <= 0)) { if (this.PathRenderer != null) { this.PathRenderer.Enable(); } this.ForceAngle = Vector2.Angle(launchStick, Vector2.left); this.ForceAngle = Mathf.Clamp(this.ForceAngle, 0.0f, 45.0f); } else if ((launchStick.x == 0) && (launchStick.y == 0)) { if (this.PathRenderer != null) { this.PathRenderer.Disable(); } } }
// Update is called once per frame void FixedUpdate() { pushObjectBackInFrustum(Player); Vector2 moveDirection = UltimateJoystick.GetPosition("Movement"); Vector2 movement = new Vector2(moveDirection.x, moveDirection.y); transform.Translate(movement * Speed * Time.deltaTime); }
public override void UpdateInput() { Vector2 movePosition = UltimateJoystick.GetPosition(MoveJoystickName); if (OnMove != null) { OnMove(movePosition); } }
Vector2 GetJoystickDir() { Vector2 dir = UltimateJoystick.GetPosition("MoveJoystick"); if (dir.magnitude > 0) { if (Mathf.Abs(dir.x) > Mathf.Abs(dir.y)) { return(Mathf.Sign(dir.x) * Vector2.up); } else { return(-Mathf.Sign(dir.y) * Vector2.right); } } return(Vector2.zero); }
public void FixedUpdate() { if (_assist) { if (isRunning && !isDeath) { autorun.TypeRun(this.gameObject.transform); } if (!isRunning) { Mathf.Lerp(autorun.speedRun, 0, Time.deltaTime); } else if (isRunning) { //Mathf.Lerp (autorun.speedRun, autorun.maxSpeedRun, Time.deltaTime); } if (SceneManager.GetActiveScene().name == "Medieval City") { FollowPath(); } } else { // Debug.Log (); //Get touch movement direction Vector3 TouchMovementDirection = new Vector3(UltimateJoystick.GetPosition("Movement").x, 0, UltimateJoystick.GetPosition("Movement").y); //Get gamepad movement direction Vector3 GamepadMovementDirection = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0); //Decide touch or gamepad movement and smooth result if (GamepadMovementDirection.magnitude >= TouchMovementDirection.magnitude) { MovementDirection = Vector3.SmoothDamp(MovementDirection, GamepadMovementDirection, ref MovementVelocity, .2f); } else { MovementDirection = Vector3.SmoothDamp(MovementDirection, TouchMovementDirection, ref MovementVelocity, .2f); } //Get touch action direction // Vector3 TouchActionDirection = rightJoyStick.joyStick; //Get gamepad action direction // Vector3 GamepadActionDirection = new Vector3(Input.GetAxis("ActionHorizontal"), Input.GetAxis("ActionVertical"), 0); //Decide touch or gamepad action // if (GamepadActionDirection.magnitude >= TouchActionDirection.magnitude) ActionDirection = GamepadActionDirection; // else ActionDirection = TouchActionDirection; // ActionAngle = Mathf.Atan2(ActionDirection.y, ActionDirection.x) * Mathf.Rad2Deg; //print("ActionAngle: " + ActionAngle + " - Right Joy Stick: " + ActionDirection); _blends.SetFloat(AnimatorVelocityX_ID, MovementDirection.x); _blends.SetFloat(AnimatorVelocityZ_ID, MovementDirection.z); //if (animInCall || MovementDirection.y < .25f || ActionDirection.magnitude < .25f) //{ // return; //} //Skill(); this.gameObject.transform.Translate(MovementDirection * Time.fixedDeltaTime); } if (transform.position.y <= -1) { LevelManager.Instance.FinishLevel(LevelManager.FinishingLevelReason.Death); } if (Input.GetKeyDown(KeyCode.JoystickButton0)) { BtnJump1(); //Button A } else if (Input.GetKeyDown(KeyCode.JoystickButton2)) { BtnSlide2(); //Button X } }