private void Awake() { _rigidbody = GetComponent <Rigidbody>(); _move = GetComponent <IMoveInput>(); _rotate = GetComponent <IRotationInput>(); _transform = transform; }
/// <summary> /// 操作キャラとしてセットアップ /// </summary> /// <param name="MoveInput">移動入力インタフェース</param> public void SetupAsLocalPlayer(IMoveInput MoveInput) { var Movement = new LocalPlayerMovement(MoveInput); AddCharacterComponent(Movement); AddCharacterComponent(new MoveReportSender()); }
public PlayerMover(IMovable movable, IMoveInput moveInput) { this.movable = movable; this.moveInput = moveInput; disposable = this.moveInput.OnInputMoveObservable.Subscribe(SetMoving); }
private void Awake() { if (playerRigidbody == null) { playerRigidbody = GetComponent <Rigidbody2D>(); } moveInput = GetComponent <PlayerInput>(); }
private void Awake() { if (reverseTransform == null) { reverseTransform = GetComponent <Transform>(); } moveInput = FindObjectOfType <PlayerInput>(); }
void Start() { if (rigid == null) { rigid = gameObject.GetComponent <Rigidbody>(); } moveInput = new KeyboardInput(); rotationInput = new MouseInput(); playerHeight = gameObject.GetComponentInChildren <Collider>().bounds.extents.y; //Debug.Log(playerHeight); }
public void Init() { switch (_moveInputType) { case InputType.Keyboard: _moveInput = new KeyboradMoveInput(); break; case InputType.Mouse: _moveInput = new MouseMoveInput(_transform); break; case InputType.StandartDrag: //WIP, not working _moveInput = _transform.gameObject.AddComponent <StandartDragMoveInput>(); break; } _transformMover = new TransformMover(_moveInput, _transform, _sensivity); }
public void Init() { if (PlayerPrefs.HasKey("ControlType")) { _moveInputType = (InputType)System.Enum.Parse(typeof(InputType), PlayerPrefs.GetString("ControlType")); } if (PlayerPrefs.HasKey("Sensitivity")) { _sensivity = PlayerPrefs.GetFloat("Sensitivity"); } switch (_moveInputType) { case InputType.Keyboard: _moveInput = new KeyboradMoveInput(); break; case InputType.Mouse: _moveInput = new MouseMoveInput(_transform); break; case InputType.DragMovement: DragMovement.Activate(); _moveInput = (IMoveInput)DragMovement.Instance; break; case InputType.FloatingJoystick: FloatingJoystick.Activate(); _moveInput = (IMoveInput)FloatingJoystick.Instance; break; case InputType.FixedJoystick: FixedJoystick.Activate(); _moveInput = (IMoveInput)FixedJoystick.Instance; break; } PlayerPrefs.SetString("InputType", _moveInputType.ToString()); }
public FreeMovement(IMoveInput input, Settings settings, Rigidbody rb) { this.input = input; this.settings = settings; this.rb = rb; }
private void Start() { _moveCommand = GetComponent <InputMoveCommand>(); _move = GetComponent <IMoveInput>(); _animator = GetComponent <Animator>(); }
public HumanSelectMoveAction(IMoveInput moveInput) => _moveInput = moveInput;
protected override void Awake() { base.Awake(); _movement = GetComponent <IMoveInput>(); }
/// <summary> /// コンストラクタ /// </summary> /// <param name="MoveInput">移動入力インタフェース</param> public LocalPlayerMovement(IMoveInput MoveInput) { MoveInput.OnInputMove .Subscribe((Value) => CurrentInput = Value); }
private void Awake() { moveInput = new KeyboardInput(); }
public TransformMover(IMoveInput moveInput, Transform transform, float sensivity) { _moveInput = moveInput; _transform = transform; _sensivity = sensivity; }
private void Awake() { _input = GetComponent <IMoveInput>(); _transform = GetComponent <Transform>(); _animator = GetComponent <Animator>(); }
// Use this for initialization void Start() { inputMove = new PlayerMoveInput(); }