public void mobileInput()
    {
        //Debug.Log(canvasManager.instance);
        float _xMov = canvasManager.instance.joystick.Horizontal;
        float _zMov = canvasManager.instance.joystick.Vertical;
        //Debug.Log(_xMov);
        //Debug.Log(_zMov);
        Vector3 _movHorizontal = transform.right * _xMov;
        Vector3 _movVertical   = transform.forward * _zMov;

        Vector3 _velocity = (_movHorizontal + _movVertical).normalized * speed;


        //apply movement
        motor.Move(_velocity);

        //apply the thruster force
        Vector3 _thrusterForce = Vector3.zero;


        if (jumpScript.buttonPressed)
        {
            if (this.transform.position.y <= 2)
            {
                _thrusterForce = Vector3.up * thrusterForce;
            }
        }
        motor.Applythruster(_thrusterForce);


        GetTouchInput();
        Debug.Log(lookInput);

        if (rightFingerId != -1)
        {
            motor.RotateCamera(lookInput.y);
            Vector3 _rotation = new Vector3(0f, lookInput.x, 0f);

            motor.Rotate(_rotation);
        }
        else
        {
            if (lookInputStopping == Vector2.zero)
            {
                motor.RotateCamera(lookInput.y);
                Vector3 _rotation = new Vector3(0f, lookInput.x, 0f);

                motor.Rotate(_rotation);
                lookInputStopping = new Vector2(1, 1);
            }
        }
    }
Exemple #2
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    void Update()
    {
        //Calculate movement velocity as a 3d Vector
        float xMov = Input.GetAxisRaw("Horizontal");
        float yMov = Input.GetAxisRaw("Vertical");

        Vector3 movHorizontal = transform.right * xMov;
        Vector3 movVertical   = transform.forward * yMov;
        Vector3 velocity      = (movHorizontal + movVertical)
                                .normalized * speed;

        motor.Move(velocity);
        //animation
        Animating(xMov, yMov);
        //Rotation(turning around)
        float   yRot     = Input.GetAxisRaw("Mouse X");
        Vector3 rotation = new Vector3(0f, yRot, 0f) * lookSensitivity;

        motor.Rotate(rotation);
        //Camera Rotation(turning around)
        float   xRot        = Input.GetAxisRaw("Mouse Y");
        Vector3 camrotation = new Vector3(xRot, 0f, 0f) * lookSensitivity;

        motor.CameraRotate(camrotation);
    }
Exemple #3
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    private void Update()
    {
        //laskee liikkeen vektorina
        float xMov = Input.GetAxisRaw("Horizontal");
        float zMov = Input.GetAxisRaw("Vertical");

        Vector3 movHorizontal = transform.right * xMov; //aina 1välillä -1 - 1
        Vector3 movVertical   = transform.forward * zMov;

        //lopullinen vektori
        Vector3 _velocity = (movHorizontal + movVertical).normalized * nopeus; //normalize koska vektori aina 1 => saadaan suunta vektorille suunta ja nopeudesta nopeus..


        // toteuttaa liikeen
        motor.Move(_velocity);

        //laskee  rotaation vektorina (vaakasuunta)
        float   yRot      = Input.GetAxisRaw("Mouse X"); //x akseli koska pyörittää yn ympäri
        Vector3 _rotation = new Vector3(0f, yRot, 0f) * RotaatioHerkkyys;

        //Toteuttaa rotaation
        motor.Rotate(_rotation);

        //laskee "kameran" rotaation vektorina (pystysuunta)

        float   xRot            = Input.GetAxisRaw("Mouse Y"); // y koska pyörittää xn ympäri
        Vector3 _cameraRotation = new Vector3(xRot, 0f, 0f) * RotaatioHerkkyys;

        //Toteuttaa rotaation
        motor.RotateCamera(_cameraRotation);
    }
Exemple #4
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    private void Update()
    {
        float xMove = Input.GetAxisRaw("Horizontal");
        float zmove = Input.GetAxisRaw("Vertical");

        Vector3 movHorizontal = transform.right * xMove;
        Vector3 movVertical   = transform.forward * zmove;


        // final movement
        Vector3 _velocity = (movHorizontal + movVertical).normalized * speed;

        //apply movement

        motor.Move(_velocity);

        float _yRot = Input.GetAxis("Mouse X");

        Vector3 _Rotation = new Vector3(0f, _yRot, 0f) * looksensitivity;

        motor.Rotate(_Rotation);

        // camera rot calc
        motor.Move(_velocity);

        float _xRot = Input.GetAxis("Mouse Y");

        float _CameraRotationX = _xRot * looksensitivity;


        // apply camera rot
        motor.RotateCamera(_CameraRotationX);

        Vector3 _thrusterForce = Vector3.zero;

        //thruster force

        if (Input.GetButton("Jump"))
        {
            _thrusterForce = Vector3.up * thrusterForce;
        }

        //thrusterForce apply

        motor.ApplyThruster(_thrusterForce);
    }
Exemple #5
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    private void Update()
    {
        //stuff to move around
        float Xmove = Input.GetAxis("Horizontal");
        float Zmove = Input.GetAxis("Vertical");

        Vector3 moveHorizontal = transform.right * Xmove;
        Vector3 moveVertical   = transform.forward * Zmove;

        Vector3 velocity = (moveHorizontal + moveVertical) * speed;

        motor.Move(velocity);


        // turns player around
        float yRotate = Input.GetAxisRaw("Mouse X");

        Vector3 rotation = new Vector3(0f, yRotate, 0f).normalized *lookSpeed;

        motor.Rotate(rotation);

        //camera rotation
        float xRot = Input.GetAxisRaw("Mouse Y");

        float CameraRotationX = xRot * lookSpeed;

        motor.RotateCamera(CameraRotationX);

        //thruster force
        Vector3 force = Vector3.zero;

        if (Input.GetButton("Jump"))
        {
            force = Vector3.up * thrusterForce;
            setJointSettings(0);
        }
        else
        {
            setJointSettings(jointSpring);
        }
        motor.thruster(force);
    }
Exemple #6
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    void Update()
    {
        //Calculate movement velocity as a 3D vector
        float _xMov = Input.GetAxisRaw("Horizontal");
        float _zMov = Input.GetAxisRaw("Vertical");

        Vector3 _movHorizontal = transform.right * _xMov;
        Vector3 _movVertical   = transform.forward * _zMov;

        //Final movement vector
        Vector3 _velocity = (_movHorizontal + _movVertical).normalized * speed;

        //Apply movement
        motor.Move(_velocity);

        //Calculate rotation as a 3D vector (Turning around)
        float _yRot = Input.GetAxisRaw("Mouse X");

        Vector3 _rotation = new Vector3(0f, _yRot, 0f) * lookSensitivity;

        // Apply rotation
        motor.Rotate(_rotation);

        //Calculate camera rotation as a 3D vector (Turning around)
        float _xRot = Input.GetAxisRaw("Mouse Y");

        float _cameraRotationX = _xRot * lookSensitivity;

        // Apply rotation
        motor.Rotate(_rotation);
        motor.RotateCamera(_cameraRotationX);

        // Unlock the mouse pointer when ESC is pressed
        //if (Input.GetKeyDown("escape"))
        //    Cursor.lockState = CursorLockMode.None;
    }
    void Update()
    {
        float _xMov = Input.GetAxisRaw("Horizontal");
        float _yMov = Input.GetAxisRaw("Vertical");

        Vector3 _movHorizontal = transform.right * _xMov;
        Vector3 _movVertical   = transform.forward * _yMov;

        Vector3 _velocity = (_movHorizontal + _movVertical).normalized;// * speed;

        motor.Move(_velocity);

        //left right turning
        float _yRot = Input.GetAxisRaw("Mouse X");

        Vector3 _rotation = new Vector3(0f, _yRot, 0f) * sensitivity;

        motor.Rotate(_rotation);

        //up down looking
        float _xRot = Input.GetAxisRaw("Mouse Y");

        Vector3 _cameraRotation = new Vector3(_xRot, 0f, 0f) * sensitivity;

        motor.RotateCamera(_cameraRotation);



        if (audioSource != null)
        {
            //play footsteps with interval based on player speed
            float timeInterval = 0f;
            if (!(motor.Velocity.x == 0f && motor.Velocity.z == 0f))
            {
                float x = motor.Velocity.x;
                float z = motor.Velocity.z;
                if (x < 0)
                {
                    x *= -1;
                }
                if (z < 0)
                {
                    z *= -1;
                }
                if (x > 0.001 && z > 0.001) //so you don't take steps when basically not moving at all
                {
                    timeInterval = 1 / (x + z);
                    if (timeInterval > 2f) //so you don't end up with more than 2s delay between steps
                    {
                        timeInterval = 2f;
                    }
                }
                else
                {
                    timeInterval = 0f;
                }
            }
            else
            {
                timeInterval = 0f;
            }
            float time = Time.time;
            if (time >= nextPlay && timeInterval != 0f)
            {
                nextPlay = time + timeInterval;
                audioSource.Play();
            }
        }
    }