private bool GetShootKeyUp(SControlPad controlPad) { if (Input.GetKeyUp(controlPad.attack)) { return(true); } return(false); }
private void FixedUpdate() { for (int i = 0; i < CPlayerSettings.PlayerNumber; i++) { SControlPad controlPad = CPlayerSettings.controlPads[i]; if (m_ShootKeyHasDown[i] == true) { m_dogController.PrepareShootDog(Time.fixedDeltaTime, i); } } }
private void Update() { for (int i = 0; i < CPlayerSettings.PlayerNumber; i++) { SControlPad controlPad = CPlayerSettings.controlPads[i]; Vector3 vector = GetDirInputs(controlPad); m_dogController.FreshDogDirection(vector, Time.deltaTime, i); if (GetShootKeyDown(controlPad)) { m_ShootKeyHasDown[i] = true; } if (GetShootKeyUp(controlPad)) { m_ShootKeyHasDown[i] = false; m_dogController.ShootDog(i); } } }
private Vector3 GetDirInputs(SControlPad controlPad) { Vector3 vector = Vector3.zero; if (Input.GetKey(controlPad.up)) { vector += Vector3.forward; } else if (Input.GetKey(controlPad.down)) { vector += Vector3.back; } if (Input.GetKey(controlPad.left)) { vector += Vector3.left; } else if (Input.GetKey(controlPad.right)) { vector += Vector3.right; } return(vector.normalized); }