void OnTriggerStay2D(Collider2D col) { if (col.gameObject.tag == "Door" && gameObject.GetComponent <Player>().team == 1) { if (m_hftInput.GetButtonDown("fire1") || Input.GetKeyDown("space")) { Debug.Log("Trying open the door"); if (isKey) { col.gameObject.GetComponent <DoorScript>().OpenDoor(); isKey = false; } } } if (col.gameObject.tag == "Door" && gameObject.GetComponent <Player>().team == 0) { if (m_hftInput.GetButtonDown("fire1") || Input.GetKeyDown("space")) { Debug.Log("Trying close the door"); if (isKey) { col.gameObject.GetComponent <DoorScript>().CloseDoor(); isKey = false; } } } }
void PostMeme() { if (amIBanned != true) { if (myHFTInput.GetButtonDown("Fire1")) { playerScore++; managerScriptReference.ScrollMessages(); GameObject memeMessage = Instantiate(memeMessagePrefab) as GameObject; MemeMessageScript messageScript = memeMessage.GetComponent <MemeMessageScript>(); messageScript.MemeConstructor(playerName, playerProfilePicture, managerScriptReference.memePictures[Random.Range(0, managerScriptReference.memePictures.Length)], this, playerColor); m_soundPlayer.PlaySound("Post Sound"); CheckIfIShouldBeBanned(); } } }
// Update is called once per frame void Update() { // rotation if (m_hftInput.GetButtonDown("fire1")) { // adjust sword //inverseBaseRotation = Camera.main.transform.rotation * Quaternion.Euler(0f, -180f, 0f) // * Quaternion.Inverse(m_hftInput.gyro.attitude); inverseBaseRotation = Quaternion.Inverse(m_hftInput.gyro.attitude); //baseEulerAngles = m_hftInput.gyro.attitude.eulerAngles; sword.rotation = Quaternion.identity; } else { Quaternion q = m_hftInput.gyro.attitude; //sword.rotation = inverseBaseRotation * q; sword.rotation = Camera.main.transform.rotation * Quaternion.Euler(0f, -180f, 0f) * inverseBaseRotation * q; //Vector3 deltaEulerAngles = q.eulerAngles - baseEulerAngles; //ikHandler.eulerAngles = q.eulerAngles - baseEulerAngles; //ikHandler.rotation = inverseBaseRotation * q; ikHandler.rotation = sword.rotation; } sword.position = hand.position; }
void Update() { bool jumpJustPressed = m_hftInput.GetButtonDown("fire1") || Input.GetKeyDown("space"); // If we're on the ground AND we just pressed jump (or space) if (m_grounded && jumpJustPressed) { m_grounded = false; m_animator.SetBool("Ground", m_grounded); // m_rigidbody2d.AddForce(new Vector2(0, jumpForce)); } }
// Update is called once per frame void Update() { // rotation if (m_hftInput.GetButtonDown("fire1")) { // adjust sword float baseY = m_hftInput.gyro.attitude.eulerAngles.y; //baseRotation = Quaternion.Euler(0, baseY, 0); //inverseBaseRotation = Quaternion.Euler(0, -baseY, 0); inverseBaseRotation = Quaternion.Inverse(m_hftInput.gyro.attitude); //lastRotation = Quaternion.Euler(0, baseY, 0); lastRotation = m_hftInput.gyro.attitude; transform.rotation = Quaternion.identity; //transform.rotation = m_hftInput.gyro.attitude; //Debug.Log("set swrod base position from EulerY=" + baseY); } else { //Quaternion q = Quaternion.Slerp(transform.rotation, m_hftInput.gyro.attitude, rotationSpeed * Time.deltaTime); //transform.rotation = q; //Quaternion q = Quaternion.Slerp(lastRotation, m_hftInput.gyro.attitude, rotationSpeed * Time.deltaTime); Quaternion q = m_hftInput.gyro.attitude; lastRotation = m_hftInput.gyro.attitude; //transform.rotation = q * inverseBaseRotation; transform.rotation = inverseBaseRotation * q; } // translate //if ( m_hftInput.gyro.userAcceleration.x > moveThreshold ) //if ( m_hftInput.acceleration.x > moveThreshold ) //{ // transform.Translate( new Vector3(m_hftInput.acceleration.x * 0.01f, 0f, 0f) ); //} //m_hftInput.gyro.userAcceleration.z //transform.Translate(Vector3.up * Time.deltaTime * speed); }
// Update is called once per frame void Update() { // can move if (canMove) { RotatePlayer(); } // no hold fire // if (!canHoldFire && Input.GetKeyDown(KeyCode.Space) && canMove) if (!canHoldFire && hInput.GetButtonDown("fire1") && canMove) { if (attackTimer > attackRate) { attackTimer = 0.0f; Shoot(); } } // can hold fire attackTimer += Time.deltaTime; }
// Update is called once per frame void Update() { // rotation if (m_hftInput.GetButtonDown("fire1")) { // adjust sword //inverseBaseRotation = Camera.main.transform.rotation * Quaternion.Euler(0f, -180f, 0f) // * Quaternion.Inverse(m_hftInput.gyro.attitude); inverseBaseRotation = Quaternion.Inverse(m_hftInput.gyro.attitude); hand.localRotation = Quaternion.identity; sword.rotation = Quaternion.identity; } else { Quaternion q = m_hftInput.gyro.attitude; //sword.rotation = inverseBaseRotation * q; Quaternion r = Camera.main.transform.rotation * Quaternion.Euler(0f, -180f, 0f) * inverseBaseRotation * q; sword.rotation = r; ikHandler.rotation = r; sword.position = handSwordPlaceHolder.position; //hand.rotation = swordPreQ * r; //hand.rotation = handBaseRotation * r; //hand.rotation = r; //handJoint.rotation = r; //handJoint.localRotation = Quaternion.Euler(-90f, 180f, 0f) * r; //GetComponent<Animator>().settar // set hand joint position // rotations are all in world space //handJoint.rotation = handJoint.rotation // * Quaternion.FromToRotation(handJointUp.position - handSwordPlaceHolder.position, swordEnd.position - sword.position); //handJoint.rotation = handJoint.rotation // * Quaternion.FromToRotation(handSwordPlaceHolder.forward, sword.up); //handJoint.rotation = handJoint.rotation // * Quaternion.FromToRotation(debugController.up, sword.up); //hand.rotation = debugController.rotation; //hand.localRotation = Quaternion.Inverse( handJoint.parent.rotation ) * Quaternion.FromToRotation(handSwordPlaceHolder.forward, sword.up); //hand.localRotation = Quaternion.Euler(0f, 0f, 0f); //hand.localRotation = debugController.rotation; hand.localRotation = debugController.rotation * r; //hand.rotation = Quaternion.identity; //handJoint.localRotation = Quaternion.identity; } }