void ReadEvents() { CustomInput customInput = CustomInput.Instance; if (customInput.GetButtonDown("LeftClick")) { m_ped.OnFireButtonPressed(); } if (customInput.GetButtonDown("RightClick")) { m_ped.OnAimButtonPressed(); } if (customInput.GetKeyDown(KeyCode.Q)) { m_ped.OnPreviousWeaponButtonPressed(); } else if (customInput.GetKeyDown(KeyCode.E)) { m_ped.OnNextWeaponButtonPressed(); } if (customInput.GetButtonDown("Use")) { m_ped.OnSubmitPressed(); } if (customInput.GetButtonDown("Jump")) { m_ped.OnJumpButtonPressed(); } if (customInput.GetKeyDown(KeyCode.C)) { m_ped.OnCrouchButtonPressed(); } if (customInput.GetKeyDown(KeyCode.G)) { m_ped.OnButtonPressed("G"); } if (customInput.GetKeyDown(KeyCode.H)) { m_ped.OnButtonPressed("H"); } if (customInput.GetKeyDown(KeyCode.T)) { m_ped.OnFlyButtonPressed(); } if (customInput.GetKeyDown(KeyCode.R)) { m_ped.OnFlyThroughButtonPressed(); } }
private void Update() { // Get the input vector from keyboard or analog stick var directionVector = new Vector3(CustomInput.GetAxis(_HorizontalAxis), 0, CustomInput.GetAxis(_VerticalAxis)); // Debug.Log(directionVector); if (directionVector != Vector3.zero) { // Get the length of the directon vector and then normalize it // Dividing by the length is cheaper than normalizing when we already have the length anyway var directionLength = directionVector.magnitude; directionVector = directionVector / directionLength; // Make sure the length is no bigger than 1 directionLength = Mathf.Min(1, directionLength); // Make the input vector more sensitive towards the extremes and less sensitive in the middle // This makes it easier to control slow speeds when using analog sticks directionLength = directionLength * directionLength; // Multiply the normalized direction vector by the modified length directionVector = directionVector * directionLength; } // Apply the direction to the CharacterMotor motor.inputMoveDirection = transform.rotation * directionVector; motor.inputJump = CustomInput.GetButtonDown(_JumpButton); }
void Update() { if (!isPaused) { if (CustomInput.GetButtonDown(_PauseKey)) { Pause(); pauseMenu.Open(); } } }
bool GetButtonDown(int button) { return(CustomInput.GetButtonDown(button)); }