public void Calculate() { float vel1 = float.Parse(v1.text); float vel2 = float.Parse(v2.text); float t = 500 / (vel1 + vel2); float x1 = -250 + (vel1 * t); float x2 = -250 + (vel2 * t); p.text = x1.ToString(); p1.Move(t, x1, vel1, true); p2.Move(t, x2, vel2, false); Debug.Log("x1f: " + x1 + " " + "x2f: " + x2 + " t: " + t); }
void Update() { float xMove = Input.GetAxisRaw("Horizontal"); float zMove = Input.GetAxisRaw("Vertical"); Vector3 moveHorizontal = transform.right * xMove; Vector3 moveVertical = transform.forward * zMove; Vector3 velocity = (moveHorizontal + moveVertical).normalized * speed; move.Move(velocity); float yRot = Input.GetAxisRaw("Mouse X"); Vector3 rotation = new Vector3(0f, yRot, 0f) * lookSensitivity; move.Rotation(rotation); float xRot = Input.GetAxisRaw("Mouse Y"); Vector3 cameraRotation = new Vector3(-xRot, 0f, 0f) * lookSensitivity; move.RotateCamera(cameraRotation); }
// Update is called once per frame void Update() { if (canMove) { actions act = atb.GetActions(); //Movimentação Vector2 dire = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); movementPlayer.Move(dire); //Pegando posição do mouse no mundo /*Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); * Vector2 delta = mousePos; * delta.x -= transform.position.x; * delta.y -= transform.position.y; * //Rotacionar * float angZ = Vector2.SignedAngle(Vector2.up, delta); * movementPlayer.TurnTo(angZ);*/ weaponInfs wp = act.GetWeaponInfs(); //Comando de atirar /*if (Input.GetButton("Fire1")) * { * if (Input.GetButtonDown("Fire1")) * { * act.Fire(); * } * } * else if (wp && wp.IsContinuous()) * { * act.StopFire(); * }*/ } }
private void FixedUpdate() { controller.Move(false, jumpInput, horizontalInput); }