private float MapZoom(float target) { float inaxis = KS_Input.GetAxis("mapMoveIn"); float outaxis = KS_Input.GetAxis("mapMoveOut"); if (inaxis > 0f) { target += ZoomSpeed; } if (outaxis > 0f) { target -= ZoomSpeed; } if (target < minCameraHeight) { target = minCameraHeight; } if (target > maxCameraHeight) { target = maxCameraHeight; } return(target); }
private Vector3 MapMovement(Vector3 target) { target += Vector3.left * (KS_Input.GetAxis("mapMoveX") * (mapMoveSpeed * MoveSpeed)); target += Vector3.forward * (KS_Input.GetAxis("mapMoveY") * (mapMoveSpeed * MoveSpeed)); return(target); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Q) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Square))) { Spawn(); } if (Input.GetKeyDown(KeyCode.E) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Triangle))) { clear(); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Q) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Triangle))) { ChangeLanguage(); } if (Input.GetKeyDown(KeyCode.E) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Square))) { ShowSubtitle(); } }
// Update is called once per frame private void FixedUpdate() { if (Manager.State != KS_Manager.GameState.Playing) { return; } MoveCamera(KS_Input.GetAxis("View Horizontal"), KS_Input.GetAxis("View Vertical")); MovePlayer(KS_Input.GetAxis("Move Horizontal"), KS_Input.GetAxis("Move Vertical")); currentVelocity = Vector3.Slerp(currentVelocity, targetVelocity, Time.deltaTime * movementSmooth); rb.AddRelativeForce(targetVelocity, ForceMode.Force); if (IsGrounded() || IsSwimming) { rb.drag = 2.5f; } else { rb.drag = 1; } if (KS_Input.GetInputDown("jump")) { if ((IsGrounded() || IsSwimming)) { Jump(); } } if (KS_Input.GetInputDown("crouch")) { Crouch(); } if (KS_Input.GetInputDown("run")) { print("Running"); running = true; } if (KS_Input.GetInputUp("run")) { print("walking"); running = false; } raycastInteractable(); }
private void Update() { if (Input.GetKeyDown(KeyCode.P) || Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Triangle))) { if (FindObjectOfType <KS_CharacterController>().enabled) { FindObjectOfType <KS_CharacterController>().enabled = false; } else { FindObjectOfType <KS_CharacterController>().enabled = true; } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.N) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Triangle))) { map.useMiniMap = !map.useMiniMap; if (map.MiniMapActive && !map.useMiniMap && !map.MapActive) { map.DisableMinimap(); mapContainer.SetActive(false); } if (!map.MapActive && map.useMiniMap) { map.EnableMinimap(); mapContainer.SetActive(true); } } }
// Update is called once per frame void Update() { if ((Input.GetKeyDown(KeyCode.M) || KS_Input.GetInputDown("map")) && Manager.State == KS_Manager.GameState.Playing) { if (!mapActive) { map.DisableMinimap(); playerCam.enabled = false; map.ShowMap(); mapActive = true; } else { mapActive = false; map.HideMap(); map.EnableMinimap(); playerCam.enabled = true; } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.F) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Triangle))) { ResetObjects(); } if (Input.GetKeyDown(KeyCode.Q) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Square))) { Save(); } if (Input.GetKeyDown(KeyCode.E) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.X))) { Load(); } if (Input.GetMouseButtonDown(0) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.R2))) { FindObjectOfType <updateBulletPoint>().Fire(); } }
// Update is called once per frame void Update() { if (loaded) { if (waitForInput) { if (KS_Input.GetInputDown(waitInputID)) { LoadScreenContainer.SetActive(false); loaded = false; KS_Manager.Instance.LevelLoaded(); } } else { LoadScreenContainer.SetActive(false); loaded = false; KS_Manager.Instance.LevelLoaded(); } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Q) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Square))) { Spawn(); } if (Input.GetKeyDown(KeyCode.F) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Triangle))) { ClearPool(); } string text = ""; for (int i = 0; i < spawnObjects.Length; i++) { KS_IPoolObject o = spawnObjects[i].GetComponent <KS_IPoolObject>(); text += o.PoolSettings().tag + ": Active in scene (" + GetAmountOfType(o.PoolSettings().tag) + ") ---- In pool (" + pool.GetAmountOfType(o.PoolSettings().tag) + ")\n"; } wallText.text = text; }
private void Update() { if (!running) { return; } // Inputs if (KS_Input.GetInputDown(skipInput)) { Skip(); } if (KS_Input.GetInputDown(waitForInputButton)) { Continue(); } // Timer if (fadeTimer > 0) { timer += Time.deltaTime; if (fadeIn) { SetFadeAlpha(1f - timer / fadeTimer); if (timer > fadeTimer) { StartTimer(); } } else { SetFadeAlpha(timer / fadeTimer); if (timer > fadeTimer) { NextScreen(); } } } if (screenIndex < splashScreens.Count && !splashScreens[screenIndex].waitForInput) { if (aliveTime > 0f) { timer += Time.deltaTime; if (timer > aliveTime) { if (splashScreens[screenIndex].fadeInOut) { Fade(splashScreens[screenIndex].fadeTime, true); } else { NextScreen(); } } } } }
// Update is called once per frame void Update() { if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.Share))) { shareB.GetComponent <Renderer>().material.color = clickColour; } else { shareB.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.TouchPad))) { touchpad.GetComponent <Renderer>().material.color = clickColour; } else { touchpad.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.Options))) { options.GetComponent <Renderer>().material.color = clickColour; } else { options.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.Triangle))) { triangle.GetComponent <Renderer>().material.color = clickColour; } else { triangle.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.Circle))) { circle.GetComponent <Renderer>().material.color = clickColour; } else { circle.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.X))) { x.GetComponent <Renderer>().material.color = clickColour; } else { x.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.Square))) { square.GetComponent <Renderer>().material.color = clickColour; } else { square.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.Home))) { home.GetComponent <Renderer>().material.color = clickColour; } else { home.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.L1))) { leftButton.GetComponent <Renderer>().material.color = clickColour; } else { leftButton.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.L3))) { leftStick.item.GetComponent <Renderer>().material.color = clickColour; } else { leftStick.item.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.R1))) { rightButton.GetComponent <Renderer>().material.color = clickColour; } else { rightButton.GetComponent <Renderer>().material.color = defaultCol; } if (Input.GetKey(KS_Input.DS4ButtonToKey(DS4KeyCode.R3))) { rightStick.item.GetComponent <Renderer>().material.color = clickColour; } else { rightStick.item.GetComponent <Renderer>().material.color = defaultCol; } // sticks Vector3 lsPos = leftStick.startPos; lsPos.x += leftStick.moveAmmount * -KS_Input.GetDS4Axis(DS4Axis.LeftStickX); lsPos.y += leftStick.moveAmmount * KS_Input.GetDS4Axis(DS4Axis.LeftStickY); leftStick.item.transform.position = lsPos; Vector3 rsPos = rightStick.startPos; rsPos.x += rightStick.moveAmmount * KS_Input.GetDS4Axis(DS4Axis.RightStickX); rsPos.y += rightStick.moveAmmount * -KS_Input.GetDS4Axis(DS4Axis.RightStickY); rightStick.item.transform.position = rsPos; Vector3 ltPos = leftTrigger.startPos; ltPos.y += leftTrigger.moveAmmount * KS_Input.GetDS4Axis(DS4Axis.L2); leftTrigger.item.transform.position = ltPos; Vector3 rtPos = rightTrigger.startPos; rtPos.y += rightTrigger.moveAmmount * KS_Input.GetDS4Axis(DS4Axis.R2); rightTrigger.item.transform.position = rtPos; // dpad if (KS_Input.GetDS4Axis(DS4Axis.DPadX) < -0.9) { dPadLeft.GetComponent <Renderer>().material.color = clickColour; } else { dPadLeft.GetComponent <Renderer>().material.color = defaultCol; } if (KS_Input.GetDS4Axis(DS4Axis.DPadX) > 0.9) { dPadRight.GetComponent <Renderer>().material.color = clickColour; } else { dPadRight.GetComponent <Renderer>().material.color = defaultCol; } if (KS_Input.GetDS4Axis(DS4Axis.DPadY) < -0.9) { dPadDown.GetComponent <Renderer>().material.color = clickColour; } else { dPadDown.GetComponent <Renderer>().material.color = defaultCol; } if (KS_Input.GetDS4Axis(DS4Axis.DPadY) > 0.9) { dpadUp.GetComponent <Renderer>().material.color = clickColour; } else { dpadUp.GetComponent <Renderer>().material.color = defaultCol; } }
// Update is called once per frame void Update() { if (KS_Input.GetDS4Axis(DS4Axis.DPadX) < 0 || Input.GetKeyDown(KeyCode.Alpha1)) { if (!dpadL) { dpadL = true; ResetTimeScale(); } } else { dpadL = false; } if (KS_Input.GetDS4Axis(DS4Axis.DPadX) > 0 || Input.GetKeyDown(KeyCode.Alpha2)) { if (!dpadR) { dpadR = true; IncreaseTimeScale(); } } else { dpadR = false; } if (KS_Input.GetDS4Axis(DS4Axis.DPadY) < 0 || Input.GetKeyDown(KeyCode.Alpha4)) { if (!dpadD) { dpadD = true; AddHour(); } } else { dpadD = false; } if (KS_Input.GetDS4Axis(DS4Axis.DPadY) > 0 || Input.GetKeyDown(KeyCode.Alpha3)) { if (!dpadU) { dpadU = true; QuickCycle(); } } else { dpadU = false; } if (Input.GetKeyDown(KeyCode.Alpha5) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.X))) { ResetLongLat(); } if (Input.GetKeyDown(KeyCode.Alpha6) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Square))) { SetLongLatFinland(); } if (Input.GetKeyDown(KeyCode.Alpha7) || KS_Input.GetKeyDown(KS_Input.DS4ButtonToKey(DS4KeyCode.Triangle))) { SetLongLatEquator(); } }