void Update() { if (Input.GetAxis("Horizontal") > 0 || hftInput.GetAxis("Horizontal") > 0) { transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z); } else if (Input.GetAxis("Horizontal") < 0 || hftInput.GetAxis("Horizontal") < 0) { transform.localScale = new Vector3(-Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z); } moveDirection = new Vector3(hftInput.GetAxis("Horizontal") + Input.GetAxis("Horizontal"), -hftInput.GetAxis("Vertical") - Input.GetAxis("Vertical"), 0); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; controller.Move(moveDirection * Time.deltaTime); if (transform.position.x < leftBound) { transform.position = new Vector3(leftBound, transform.position.y, 2); } else if (transform.position.x > rightBound) { transform.position = new Vector3(rightBound, transform.position.y, 2); } else if (transform.position.y < lowerBound) { transform.position = new Vector3(transform.position.x, lowerBound, 2); } else if (transform.position.y > upperBound) { transform.position = new Vector3(transform.position.x, upperBound, 2); } }
// custom functions void RotatePlayer() { transform.eulerAngles += new Vector3(0, 0, (-moveSpeed * hInput.GetAxis("Horizontal")) * Time.deltaTime); // (-moveSpeed * Input.GetAxis("Horizontal")) * Time.deltaTime); playerSprite.localEulerAngles = new Vector3(0, 0, hInput.GetAxis("Horizontal") * -30); // Input.GetAxis("Horizontal") * -30); }
// Update is called once per frame void Update() { if (setInactiveNextFrame) { gameObject.SetActive(false); setInactiveNextFrame = false; } if (isActive) { float dx = (Input.GetAxis("Horizontal") + m_hftInput.GetAxis("Horizontal")) * speed * Time.deltaTime; float dy = (Input.GetAxis("Vertical") - m_hftInput.GetAxis("Vertical")) * speed * Time.deltaTime; GetComponent <Rigidbody2D> ().velocity = new Vector2(dx * speed, dy * speed); //GetComponent<Rigidbody2D> ().AddForce (new Vector2 (dx * 10, dy * 10)); if (Input.GetKey(KeyCode.Space)) { weapon.fire(this); } var horizontalDirection = m_hftInput.GetAxis("Horizontal2"); var verticalDirection = m_hftInput.GetAxis("Vertical2"); if (horizontalDirection != 0 || verticalDirection != 0) { var angle = horizontalDirection > 0 && verticalDirection == 0 ? 90 : horizontalDirection < 0 && verticalDirection == 0 ? -90 : horizontalDirection > 0 && verticalDirection < 0 ? 135 : horizontalDirection < 0 && verticalDirection > 0 ? -35 : horizontalDirection > 0 && verticalDirection > 0 ? 45 : horizontalDirection < 0 && verticalDirection < 0 ? -135 : horizontalDirection == 0 && verticalDirection > 0 ? 0 : horizontalDirection == 0 && verticalDirection < 0 ? 180 : 0f; transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); if (weapon.fire(this)) { m_soundPlayer.PlaySound(weapon.soundName); } } // keep the player in the bounds of the game Vector3 pos = Camera.main.WorldToViewportPoint(transform.position); pos.x = Mathf.Clamp01(pos.x); pos.y = Mathf.Clamp01(pos.y); transform.position = Camera.main.ViewportToWorldPoint(pos); } }
// Update is called once per frame void FixedUpdate() { // Check if the center under us is touching the ground and // pass that info to the Animator m_grounded = Physics2D.OverlapCircle(groundCheck.position, m_groundRadius, whatIsGround); m_animator.SetBool("Ground", m_grounded); // Pass our vertical speed to the animator m_animator.SetFloat("vSpeed", m_rigidbody2d.velocity.y); // Get left/right input (get both phone and local input) float move = m_hftInput.GetAxis("Horizontal") + Input.GetAxis("Horizontal"); // Pass that to the animator m_animator.SetFloat("Speed", Mathf.Abs(move)); // and move us m_rigidbody2d.velocity = new Vector2(move * maxSpeed, m_rigidbody2d.velocity.y); if (move > 0 && !m_facingRight) { Flip(); } else if (move < 0 && m_facingRight) { Flip(); } if (transform.position.y < LevelSettings.settings.bottomOfLevel.position.y) { MoveToRandomSpawnPoint(); } }
void Update() { if (!characterAssigned && !string.Equals(gp.Name, "nope")) // on laisse le joueur choisir son nom avant de lui assigner un avatar { characterAssigned = true; isJoueurScene = string.Equals(gp.Name, "jsceneup") || string.Equals(gp.Name, "jscenedown") || string.Equals(gp.Name, "jsceneleft") || string.Equals(gp.Name, "jsceneright"); associerCharacter(); } if (characterAssigned && !dejaJoue) { if (input.GetAxis("Horizontal") > 0) { if (!isJoueurScene || string.Equals(gp.Name, "jsceneright")) { character.moveRight(); dejaJoue = true; } } else if (input.GetAxis("Horizontal") < 0) { if (!isJoueurScene || string.Equals(gp.Name, "jsceneleft")) { character.moveLeft(); dejaJoue = true; } } else if (input.GetAxis("Vertical") < 0) // axe vertical inverse sur le controller { if (!isJoueurScene || string.Equals(gp.Name, "jsceneup")) { character.moveUp(); dejaJoue = true; } } else if (input.GetAxis("Vertical") > 0) { if (!isJoueurScene || string.Equals(gp.Name, "jscenedown")) { character.moveDown(); dejaJoue = true; } } } }
// Update is called once per frame void FixedUpdate() { if (GameManager.isGameStarted) { // Check if the center under us is touching the ground and // pass that info to the Animator m_grounded = Physics2D.OverlapCircle(groundCheck.position, m_groundRadius, whatIsGround); m_animator.SetBool("Ground", true); // Pass our vertical speed to the animator // m_animator.SetFloat("vSpeed", m_rigidbody2d.velocity.y); // Get left/right input (get both phone and local input) //float move = m_hftInput.GetAxis("Horizontal") + Input.GetAxis("Horizontal"); h = m_hftInput.GetAxis("Horizontal") + Input.GetAxis("Horizontal"); v = -m_hftInput.GetAxis("Vertical") + Input.GetAxis("Vertical"); // Pass that to the animator m_animator.SetFloat("Speed", Mathf.Abs(h)); m_animator.SetFloat("vSpeed", v); // and move us // m_rigidbody2d.velocity = new Vector2(move * maxSpeed, m_rigidbody2d.velocity.y); movement.Set(h, v, 0f); transform.position += movement.normalized * maxSpeed * Time.deltaTime; if (h > 0 && !m_facingRight) { Flip(); } else if (h < 0 && m_facingRight) { Flip(); } if (transform.position.y < LevelSettings.settings.bottomOfLevel.position.y) { MoveToRandomSpawnPoint(); } } }
private void ShipMove() { // Déplacement horizontal if (input.GetAxis("Horizontal") < 0) { scrv.MoveLeft(); } else if (input.GetAxis("Horizontal") > 0) { scrv.MoveRight(); } float acc = input.gyro.userAcceleration.magnitude; if (acc > 20) { scrv.Shake(acc); } else { scrv.StopShake(); } }
void Update() { if (Input.GetAxis("Horizontal") > 0 || hftInput.GetAxis("Horizontal") > 0) { //meshFilter.mesh = runFrames[3]; //nextFrameChange = 0.0f; transform.localScale = new Vector3(-Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z); isStanding = false; } else if (Input.GetAxis("Horizontal") < 0 || hftInput.GetAxis("Horizontal") < 0) { //meshFilter.mesh = runFrames[3]; //nextFrameChange = 0.0f; transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z); isStanding = false; } else { isStanding = true; } if (controller.isGrounded) { if (isStanding) { meshFilter.mesh = idleFrame; walkParticleSystem.gameObject.SetActive(false); } else { walkParticleSystem.gameObject.SetActive(true); } moveDirection = new Vector3(hftInput.GetAxis("Horizontal") + Input.GetAxis("Horizontal"), 0, 0); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetKeyDown(KeyCode.Space)) { jTimer = 0.09f; } if (jTimer > 0) { if (Input.GetKeyUp(KeyCode.Space) || hftInput.GetButtonUp("Fire1")) { jTimer = 0; audioSource.PlayOneShot(small_jump); Destroy((Instantiate(jumpParticle, this.transform.position, Quaternion.identity) as ParticleSystem).transform.gameObject, 1.5f); meshFilter.mesh = jumpFrame; moveDirection.y = jumpSpeed * 0.75f; } else { jTimer -= Time.deltaTime; if (jTimer <= 0) { jTimer = 0; audioSource.PlayOneShot(small_jump); Destroy((Instantiate(jumpParticle, this.transform.position, Quaternion.identity) as ParticleSystem).transform.gameObject, 1.5f); meshFilter.mesh = jumpFrame; moveDirection.y = jumpSpeed; } } } if (onSpring) { audioSource.PlayOneShot(small_jump); meshFilter.mesh = jumpFrame; moveDirection.y = jumpSpeed * 1.5f; onSpring = false; Sequence cameraPushPop = DOTween.Sequence(); cameraPushPop.easeOvershootOrAmplitude = 0.2f; cameraPushPop.Append(mainCamera.DOFieldOfView(50, 0.2f).SetEase(Ease.OutCirc)); cameraPushPop.Append(mainCamera.DOFieldOfView(55, 0.35f).SetEase(Ease.InOutBack)); } } else { walkParticleSystem.gameObject.SetActive(false); moveDirection = new Vector3(hftInput.GetAxis("Horizontal") + Input.GetAxis("Horizontal"), moveDirection.y, 0); moveDirection = transform.TransformDirection(moveDirection); moveDirection.x *= speed; } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); if (isDead != true) { if (Time.time > nextFrameChange) { nextFrameChange += period; if (isStanding == false && controller.isGrounded == true) { runAnimation(); } } } }