void inputs() { xInput = playerInput.getXTiltMove() * acceleration; zInput = playerInput.getZTiltMove() * acceleration; sprintInput = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift); if (!onGround) { jumpInput = false; jumping = false; } else if (Input.GetKeyDown(KeyCode.Space) && onGround) { jumpInput = true; } if (Input.GetKeyDown(KeyCode.M) || Input.GetKeyDown(KeyCode.Tab)) { if (mapChange < 0) { mapChange = 3f; } else { mapChange = -3f; } } }
private void inputs() { xInput = playerInput.getXTiltMove() * acceleration; zInput = playerInput.getZTiltMove() * acceleration; sprintInput = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift); if (!onGround) { jumpInput = false; } else if (Input.GetKeyDown(KeyCode.Space) && onGround) { jumpInput = true; } }
void Update() { if (Input.GetKeyDown(KeyCode.LeftShift)) { maxSpeed *= 1.7f; } else if (Input.GetKeyUp(KeyCode.LeftShift)) { maxSpeed = maxSpeedOriginal; } if (!canMove) { return; } if (playerInput.getZTiltMove() > 0) { //walk.mute = false; zMove += moveSpeed * Time.deltaTime; if (zMove > maxSpeed) { zMove = maxSpeed; } } else if (zMove > 0 && Mathf.Abs(zMove) >= .05f) { zMove = Mathf.Lerp(zMove, zMove - (moveSpeed * Time.deltaTime), .5f); //walk.mute = true; } if (playerInput.getXTiltMove() > 0) { //walk.mute = false; xMove += moveSpeed * Time.deltaTime; if (xMove > maxSpeed) { xMove = maxSpeed; } } else if (xMove > 0 && Mathf.Abs(xMove) >= .05f) { xMove = Mathf.Lerp(xMove, xMove - (moveSpeed * Time.deltaTime), .5f); //walk.mute = true; } if (playerInput.getZTiltMove() < 0) { //walk.mute = false; zMove -= moveSpeed * Time.deltaTime; if (zMove < -maxSpeed) { zMove = -maxSpeed; } } else if (zMove < 0 && Mathf.Abs(zMove) >= .05f) { zMove = Mathf.Lerp(zMove, zMove + (moveSpeed * Time.deltaTime), .5f); //walk.mute = true; } if (playerInput.getXTiltMove() < 0) { //walk.mute = false; xMove -= moveSpeed * Time.deltaTime; if (xMove < -maxSpeed) { xMove = -maxSpeed; } } else if (xMove < 0 && Mathf.Abs(xMove) >= .05f) { xMove = Mathf.Lerp(xMove, xMove + (moveSpeed * Time.deltaTime), .5f); //walk.mute = true; } if (Mathf.Abs(xMove) < .05f) { xMove = Mathf.Lerp(xMove, 0f, .9f); } if (Mathf.Abs(zMove) < .05f) { zMove = Mathf.Lerp(zMove, 0f, .9f); } if (Input.GetButtonDown("Jump")) //change to manual jumping outside of physics system { if (onGround) { playerBody.AddForce(new Vector3(0, jumpForce, 0)); } } }