private void On_JoystickMoveEnd(MovingJoystick move)
 {
     if (move.joystickName == "Move_Turn_Joystick")
     {
         base.animation.CrossFade("idle");
     }
 }
Esempio n. 2
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	void On_JoystickMoveEnd (MovingJoystick move)
	{
		if ("Move_Turn_Joystick" == move.joystickName) {
			throttle = 0.0f;
			steer = 0.0f;
		}
	}
	void On_JoystickMoveEnd (MovingJoystick move)
	{
		if ("Rotate_straff_Joystick" == move.joystickName) {
						isShooting = false;
						gun.StopShoot ();
				}
	}
Esempio n. 4
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    void On_JoystickMove(MovingJoystick move)
    {
        if (move.joystickName == "PlayerInputJoystick")
        {
            if (!GameMain.Instance.SceneManager.ChangeSceneComplete)
            {

                CommonFunction.DebugMsgFormat("換場中,不能移動!!");
                return;
            }
            if (GameMain.Instance.GameEventManager.DoingEvent)
            {
                CommonFunction.DebugMsgFormat("事件中,不能移動");
                return;
            }
            CommonFunction.DebugMsg(string.Format("JoyStick移動中 ({0})", move.joystickAxis));
            //

            if (move.joystickAxis.sqrMagnitude >= 0.25)
            {
                GameMain.Instance.MyRole.CrossAnimation("run");
            }
            else if (move.joystickAxis.sqrMagnitude > 0)
            {
                GameMain.Instance.MyRole.CrossAnimation("walk");
            }
            GameMain.Instance.MyRole.Move(move.Axis2Angle(true), move.joystickAxis.magnitude);
        }
    }
 private void On_JoystickMove(MovingJoystick move)
 {
     float y = move.Axis2Angle(true);
     base.transform.rotation = Quaternion.Euler(new Vector3(0f, y, 0f));
     base.transform.Translate((Vector3) ((Vector3.forward * move.joystickValue.magnitude) * Time.deltaTime));
     this.model.animation.CrossFade("Run");
 }
Esempio n. 6
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 void OnJoystickMoveEnd(MovingJoystick move)
 {
     if (move.joystickName == "Myjoystick")
     {
         joyPositionX = 0;
         joyPositionY = 0;
     }
 }
Esempio n. 7
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 //移动摇杆结束
 void OnJoystickMoveEnd(MovingJoystick move)
 {
     if (move.joystickName != "WalkJoystick"){
         return;
     }
     transform.Find("p1_walk").gameObject.GetComponent<Animator> ().SetBool ("Walk", false);
     transform.Find("p2_walk").gameObject.GetComponent<Animator> ().SetBool ("Walk", false);
 }
	void On_JoystickMove( MovingJoystick move)
	{
		if(!_playerAnim.getAnimBoolVar("isAttack") && !_playerAnim.getAnimBoolVar("isHit"))
		{
			_playerMovement.Move(move.joystickAxis.x, move.joystickAxis.y, speed);
			_playerAnim.SetAnimVar("isRun", true);
		}
	}
Esempio n. 9
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    void On_JoystickMove( MovingJoystick move)
    {
        float angle = move.Axis2Angle(true);
        transform.rotation  = Quaternion.Euler( new Vector3(0,angle,0));
        transform.Translate( Vector3.forward * move.joystickValue.magnitude * Time.deltaTime);

        model.animation.CrossFade("Run");
    }
Esempio n. 10
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 void OnJoystickMove(MovingJoystick move)
 {
     if (move.joystickName == "Movejoystick")
     {
         checkedMoving = true;
         _database.SetData<KeyOpt>("KeyCode", KeyOpt.MovingJoyStick);
         _database.SetData<MovingJoystick>("MovingJoystick", move);
     }
 }
Esempio n. 11
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    //移动摇杆结束
    void OnJoystickMoveEnd(MovingJoystick move)
    {
        //停止时,角色恢复idle

        if (move.joystickName == "MovingJoystick")

        {

        }
    }
Esempio n. 12
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 void OnJoystickMoveEnd(MovingJoystick move)
 {
     Debug.Log("OnJoystickMoveEnd : " + move.joystickName);
     if (move.joystickName == "Movejoystick")
     {
         checkedMoving = false;
         _database.RemoveData("KeyCode");
         _database.RemoveData("MovingJoystick");
     }
 }
 //处理摇杆事件
 private void On_JoystickMove(MovingJoystick joystick)
 {
     if(joystick.joystickAxis.x < 0)
     {
         character.Run(-Vector2.right);
     }
     else if(joystick.joystickAxis.x > 0)
     {
         character.Run(Vector2.right);
     }
 }
Esempio n. 14
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    //移动摇杆中 
    void OnJoystickMove(MovingJoystick move)
    {
        //获取摇杆中心偏移的坐标 
        float joyPositionX = move.joystickAxis.x;
        float joyPositionY = move.joystickAxis.y;
        if (joyPositionY != 0 || joyPositionX != 0)
        {
            print(joyPositionX+"  "+joyPositionY);
        }

    }
 void OnJoystickMoveEnd(MovingJoystick move)
 {
     if (move.joystickName == "MoveJoystick")
     {
         gameObject.GetComponent<PlayerMove>().btnLeftPressed = false;
         gameObject.GetComponent<PlayerMove>().btnRightPressed = false;
         gameObject.GetComponent<PlayerMove>().btnDownPressed = false;
         gameObject.GetComponent<PlayerMove>().btnUpPressed = false;
         //animation.CrossFade("idle");
     }
 }
Esempio n. 16
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 //移动摇杆中  
 void OnJoystickMove(MovingJoystick move)
 {
     //获取摇杆中心偏移的坐标  
     joyPositionX = move.joystickAxis.x;
     joyPositionY = move.joystickAxis.y;
     if (move.joystickName == "Myjoystick")
     {
         if (joyPositionY != 0 || joyPositionX != 0)
         {    
         }    
     }
 }  
Esempio n. 17
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    void On_JoystickMove( MovingJoystick move)
    {
        if (move.joystickName == "Move_Turn_Joystick"){
            if (Mathf.Abs(move.joystickAxis.y)>0 && Mathf.Abs(move.joystickAxis.y)<0.5){
                animation.CrossFade("walk");

            }
            else if (Mathf.Abs(move.joystickAxis.y)>=0.5){
                animation.CrossFade("run");
            }
        }
    }
Esempio n. 18
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    //移动摇杆中  

    void OnJoystickMove(MovingJoystick move)  

    {  

        if (move.joystickName != "MoveJoyStick")  

        {  

            return;  

        }  

          

        //获取摇杆中心偏移的坐标  

        float joyPositionX = move.joystickAxis.x;  

        float joyPositionY = move.joystickAxis.y;  

  

  

        if (joyPositionY != 0 || joyPositionX != 0)  

        {  

            //设置角色的朝向(朝向当前坐标+摇杆偏移量)  

            Vector3 mvoedist = new Vector3(joyPositionX, 0, joyPositionY).normalized;

            Vector3 forward = Camera.main.transform.TransformDirection(mvoedist);

            forward = new Vector3(forward.x, 0, forward.z);
          // mvoedist.R
           // Quaternion.
           // transform.LookAt(forward, Vector3.up);

            startSpeed = Mathf.Lerp(startSpeed, speed, Time.deltaTime);

            attack.agent.speed = startSpeed;

            attack.gotoDestination(transform.position + forward);

            //Debug.Log("forward:" + forward.x + "," + forward.y + "," + forward.z);
           //state = PlayerState.Moving;

          
        }  

    }  
Esempio n. 19
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	void On_JoystickMove(MovingJoystick move){

		float h = move.joystickAxis.x;
		float v = move.joystickAxis.y;

		movement.Set(h, 0f, v);
		movement = movement.normalized * speed * Time.deltaTime;

		rigidbody.MovePosition (transform.position + movement);

		//this.GetComponent<PlayerMovement> ().Turning ();
		this.GetComponent<PlayerMovement> ().Animating (h, v);
	}
	void On_JoystickMove( MovingJoystick move){

		if ("Rotate_straff_Joystick" == move.joystickName) {
						float angle = move.Axis2Angle (true);
//						Debug.Log ("move.joystickAxis.sqrMagnitude=" + move.joystickAxis.sqrMagnitude);
						Turret.transform.localRotation = Quaternion.Euler (new Vector3 (0, angle, 0));

						if (!isShooting) {
								isShooting = true;
								gun.Shoot ();
						}
				}
	}
Esempio n. 21
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    void OnJoystickMoveEnd(MovingJoystick move)  

    {  

        //停止时,角色恢复idle  

        if (move.joystickName == "MoveJoyStick")  

        {

            state = PlayerState.Idle;
            stopFollowing();
        }  

    }  
Esempio n. 22
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    void On_JoystickMove(MovingJoystick move)
    {
        Vector3 newPos = new Vector3(move.joystickAxis.x/10.0f,0,move.joystickAxis.y/10.0f);
        this.transform.position += newPos;
        Vector3 lookVec = new Vector3(transform.position.x + move.joystickAxis.normalized.x*100,transform.position.y,transform.position.z+move.joystickAxis.normalized.y*100);
        transform.LookAt(lookVec);

        transform.RotateAround(transform.position,transform.forward,move.joystickAxis.x*30);
        /*
        float arct = Mathf.Atan(move.joystickAxis.normalized.y/move.joystickAxis.normalized.x);
        Debug.Log ("arct : " + arct*Mathf.Rad2Deg);
        Debug.Log("arct : " + Quaternion.AngleAxis(arct*Mathf.Rad2Deg, Vector3.up));
        transform.rotation = Quaternion.AngleAxis(arct*Mathf.Rad2Deg, Vector3.up);
        */
    }
Esempio n. 23
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 //移动摇杆中
 void OnJoystickMove(MovingJoystick move)
 {
     if (move.joystickName != "WalkJoystick"){
         return;
     }
     float joyPositionX = move.joystickAxis.x;
     float joyPositionY = move.joystickAxis.y;
     //Debug.Log (joyPositionX);
     if (joyPositionX != 0 || joyPositionY != 0)	{
         transform.Find("p1_walk").Translate (-joyPositionX * Time.deltaTime * speed, joyPositionY * Time.deltaTime * speed, 0);
         transform.Find("p2_walk").Translate (joyPositionX * Time.deltaTime * speed, joyPositionY * Time.deltaTime * speed, 0);
     }
     transform.Find("p1_walk").gameObject.GetComponent<Animator> ().SetBool ("Walk", true);
     transform.Find("p2_walk").gameObject.GetComponent<Animator> ().SetBool ("Walk", true);
 }
Esempio n. 24
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    void OnJoystickMove(MovingJoystick move)
    {

        if (move.joystickName != "RotateJoyStick")
        {

            return;

        }

        float x = transform.eulerAngles.x;

        float joyPositionX = move.joystickAxis.x;
        float joyPositionY = move.joystickAxis.y;

        if (x < 10 && joyPositionY > 0)
        {
            return;

        }

        if (x > 80 && joyPositionY < 0)
        {
            return;

        }

        //获取摇杆中心偏移的坐标  


        if (Mathf.Abs(joyPositionX) > Mathf.Abs(joyPositionY))
            transform.RotateAround(player.position, Vector3.up, rotateSpeed * joyPositionX);
        else
            transform.RotateAround(player.position, -transform.right, rotateSpeed * joyPositionY);


        Vector3 lastposition = transform.position;
        Vector3 lastanges = transform.eulerAngles;


        
        //x = Mathf.Clamp(x,10,80);
        //transform.eulerAngles = new Vector3(x,transform.eulerAngles.y,transform.eulerAngles.z);
        offsetposition = transform.position - player.position;

    }
Esempio n. 25
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    void OnJoystickMove(MovingJoystick move)
    {
        hasDes = false;
        float joyPositionX = move.joystickAxis.x;
        float joyPositionY = move.joystickAxis.y;

        if (move.joystickName == "MoveJoystick")
        {
            if (joyPositionY != 0 || joyPositionX != 0)
            {
                //设置角色的朝向(朝向当前坐标+摇杆偏移量)
                Quaternion r = Quaternion.Euler(0, Camera.main.transform.eulerAngles.y, 0);

                Vector3 dir = r * new Vector3(joyPositionX, 0, joyPositionY);
                transform.LookAt(new Vector3(transform.position.x + dir.x, transform.position.y, transform.position.z + dir.z));

                //移动玩家的位置(按朝向位置移动)
                transform.Translate(Vector3.forward * Time.deltaTime * 5);

                //移动摄像机
                sf.FollowUpdate();
                //播放奔跑动画
                animator.speed = 2.0f;
                animator.SetFloat("Speed", 1.0f);
            }
        }
        //else if (move.joystickName == "RotJoystick")
        //{
        //    if (joyPositionY != 0 || joyPositionX != 0)
        //    {
        //        sf.rotate += joyPositionX*2;
        //        if (sf.rotate < -180.0f)
        //            sf.rotate += 360.0f;
        //        if (sf.rotate > 180.0f)
        //            sf.rotate -= 360.0f;
        //        sf.height -= joyPositionY;
        //        if (sf.height < .5f)
        //            sf.height = .5f;
        //        if (sf.height > 15.0f)
        //            sf.height = 15.0f;

        //    }
        //}
    }
Esempio n. 26
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    void OnJoystickMove(MovingJoystick move)
    {
        Debug.Log ("Arrive");
        //		Debug.Log ("accel:" + accel.ToString());
        if (move.joystickName != "MovingJoystick")

        {

            return;

        }

        //获取摇杆中心偏移的坐标

        float joyPositionX = move.joystickAxis.x;

        float joyPositionY = move.joystickAxis.y;

        Debug.Log ("joyPositionX:" + joyPositionX);
        Debug.Log ("joyPositionY:" + joyPositionY);

        if (joyPositionY != 0 || joyPositionX != 0)

        {
        //			float h = 0;
        //			float v = 0;
            float handbreak = 0;
        //			if (joyPositionX > 0) {
        //				h = 1;
        //			} else {
        //				h = -1;
        //			}
        //
        //			if (joyPositionY > 0) {
        //				v = 1;
        //			} else {
        //				v = -1;
        //			}
            _car.CarMove (joyPositionX,joyPositionY,joyPositionY,handbreak);

        }
    }
Esempio n. 27
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    //移動搖桿時
    void OnJoystickMove(MovingJoystick move)
    {
        if (move.joystickName != "AttackJoystick"){
            return;
        }

        //取得搖桿偏移量
        float joyPositionX = move.joystickAxis.x;
        players = GameObject.FindGameObjectsWithTag ("Player");
        for (int i=0; i<players.Length; i++) {
            players [i].SetActive(false);
        }
        if (joyPositionX > 0) {
            transform.Find("p2_walk").gameObject.SetActive(true);

            //player_now.SetActive(true);
        } else {
            transform.Find("p1_walk").gameObject.SetActive(true);
        }
    }
Esempio n. 28
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 void On_JoystickMoveEnd(MovingJoystick move)
 {
     GetComponent <Rigidbody2D>().velocity = Vector2.zero;
 }
Esempio n. 29
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 /*
  * Occurs when a finger was lifted from the joystick , and the time elapsed since the beginning of
  * the touch is less than the time required for the detection of a long tap
  */
 void On_JoysticTap(MovingJoystick move)
 {
 }
Esempio n. 30
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 /**
  * Occurs when a finger hover the joystick was lifted from the screen.
  */
 void On_JoystickTouchUp(MovingJoystick move)
 {
 }
Esempio n. 31
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 /***** ----------------------------------------------------- ******/
 /**
  * Occurs when a finger touch the screen hover the joystick
  */
 void On_JoystickTouchStart(MovingJoystick move)
 {
 }
Esempio n. 32
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 //移动摇杆结束
 void OnJoystickMoveEnd(MovingJoystick move)
 {
     isMove = false;
 }