void OnMove(Vector3 movement)
    {
        // incorpate our move speed
        _motor.Move(movement * _moveSpeed);

        if (Input.GetKey(KeyCode.LeftShift))
        {
            _motor.Move(movement * _sprintSpeed);
        }
        else
        {
            _motor.Move(movement * _moveSpeed);
        }
    }
Esempio n. 2
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    void OnMove(Vector3 movement)
    {
        if (IsPlaying == true)
        {
            // Debug.Log("Move: " + movement);
            motor.Move(movement * moveSpeed);


            if (moveSpeed == .1f)
            {
                if (AudioMovement.isPlaying == false || AudioMovement.clip == AudioSprint && AudioMovement.isPlaying == true)
                {
                    if (AudioMovement.clip == AudioSprint)
                    {
                        AudioMovement.Stop();
                    }
                    AudioMovement.clip = AudioWalk;
                    AudioMovement.Play();
                }
            }
            else
            {
                if (AudioMovement.isPlaying == false || AudioMovement.clip == AudioWalk && AudioMovement.isPlaying == true)
                {
                    if (AudioMovement.clip == AudioWalk)
                    {
                        AudioMovement.Stop();
                    }
                    AudioMovement.clip = AudioSprint;
                    AudioMovement.Play();
                }
            }
        }
    }
Esempio n. 3
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    void Update()
    {
        //Calculate movement velocity as a 3D vector
        float   _xMov          = Input.GetAxis("Horizontal");
        float   _zMov          = Input.GetAxis("Vertical");
        Vector3 _movHorizontal = transform.right * _xMov;
        Vector3 _movVertical   = transform.forward * _zMov;

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

        if (isGrounded)
        {
            motor.movementSpeed = walkingSpeed;
        }
        else
        {
            motor.movementSpeed = inAirSpeed;
        }


        if (Input.GetButton("Run"))
        {
            motor.movementSpeed = runningSpeed;
        }

        //Apply movement
        motor.Move(_velocity);

        //calculate rotation using mouse turning
        float _yRot = Input.GetAxis("Mouse X") * lookSensitivity;

        // Final rotate vector
        Vector3 _rotation = new Vector3(0, _yRot, 0);

        //Apply Rotation
        motor.Rotate(_rotation);

        //calculate rotation for camera turning
        rotationY += Input.GetAxis("Mouse Y") * lookSensitivity;
        rotationY  = Mathf.Clamp(rotationY, -camYRotationLimit, camYRotationLimit);
        // Final rotate vector
        Vector3 _cameraRotation = new Vector3(-rotationY, motor.cam.transform.localEulerAngles.y, 0);

        //Apply Camera Rotation
        motor.RotateCamera(_cameraRotation);

        //jump
        if (Input.GetButton("Jump") && isGrounded && !PauseMenu.IsOn)
        {
            GetComponent <Rigidbody> ().AddForce(0, jumpVelocity, 0);
        }
    }
Esempio n. 4
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 void OnMove(Vector3 movement)
 {
     //incorporate move speed
     _motor.Move(movement * _moveSpeed);
 }
Esempio n. 5
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 private void OnMove(Vector3 movement)
 {
     _motor.Move(movement * _moveSpeed);
 }
 private void OnMove(Vector3 movement)
 {
     motor.Move(movement * currentMoveSpeed);
 }
Esempio n. 7
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 void OnMove(Vector3 movement)
 {
     //Debug.Log("Move: " + movement);
     _motor.Move(movement * _movementSpeed);
 }
 void OnMove(Vector3 movement)
 {
     //movespeed
     _motor.Move(movement * _moveSpeed);
     Sprint();
 }
Esempio n. 9
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 void OnMove(Vector3 movement)
 {
     //run Move in Motor with movespeed defined in PlayerController
     _motor.Move(movement * _moveSpeed);
 }