private void Update() { if (!m_jumpInput && SimpleInput.GetKey(KeyCode.Space)) { m_jumpInput = true; } }
private void TankUpdate() { float v = SimpleInput.GetAxis("Vertical"); float h = SimpleInput.GetAxis("Horizontal"); bool walk = SimpleInput.GetKey(KeyCode.LeftShift); if (v < 0) { if (walk) { v *= m_backwardsWalkScale; } else { v *= m_backwardRunScale; } } else if (walk) { v *= m_walkScale; } m_currentV = Mathf.Lerp(m_currentV, v, Time.deltaTime * m_interpolation); m_currentH = Mathf.Lerp(m_currentH, h, Time.deltaTime * m_interpolation); transform.position += transform.forward * m_currentV * m_moveSpeed * Time.deltaTime; transform.Rotate(0, m_currentH * m_turnSpeed * Time.deltaTime, 0); m_animator.SetFloat("MoveSpeed", m_currentV); JumpingAndLanding(); }
void Update() { bool grounded_ = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround); //if (grounded_ && !grounded) // jumpMove = 0; grounded = grounded_; checkJump(); if (SimpleInput.GetKey(KeyCode.R)) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } if (SimpleInput.GetKeyDown(KeyCode.Escape)) { UnityEngine.SceneManagement.SceneManager.LoadScene("GameMenu"); #if !UNITY_EDITOR //Application.Quit(); #endif #if UNITY_EDITOR //UnityEditor.EditorApplication.isPlaying = false; #endif } }
void FixedUpdate() { if (SimpleInput.GetKey(rightKey)) { speedX += acceleration * Time.deltaTime; } else if (SimpleInput.GetKey(leftKey)) { speedX -= acceleration * Time.deltaTime; } if (SimpleInput.GetKey(backKey)) { speedZ -= acceleration * Time.deltaTime; } else if (SimpleInput.GetKey(fwdKey)) { speedZ += acceleration * Time.deltaTime; } speedX = Mathf.Lerp(speedX, 0, dampingSpeed * Time.deltaTime); speedZ = Mathf.Lerp(speedZ, 0, dampingSpeed * Time.deltaTime); speedX = Mathf.Clamp(speedX, -maxSpeed * Time.deltaTime, maxSpeed * Time.deltaTime); speedZ = Mathf.Clamp(speedZ, -maxSpeed * Time.deltaTime, maxSpeed * Time.deltaTime); transform.position = transform.TransformPoint(new Vector3(speedX, 0, speedZ)); }
void Update() { if (isPlayer) { if ((SimpleInput.GetButton("Fire1") || SimpleInput.GetKey(KeyCode.A))) { Shoot(); } } }
void Update() { if (!isAndroidPlatform) { if (timeBtwAttack <= 0) { if (SimpleInput.GetKey(KeyCode.Mouse0)) { attackEnemy(); } } } if (timeBtwAttack > 0) { timeBtwAttack -= Time.deltaTime; } }
public override void Update() { if (keyed) { return; } foreach (KeyCode k in Context.allowedKeys) { if (SimpleInput.GetKey(k)) { Context.titleT.DOLocalMoveY(Context.titleT.localPosition.y + (Context.titleT.transform as RectTransform).rect.height, 0.75f, true) .OnComplete(() => Context.titleT.gameObject.SetActive(false)) .OnComplete(() => ChangeState(new AwaitingPlayer(StateMachine))); keyed = true; } } }
void FixedUpdate() //Dans FixedUpdate pour jouer sur la physique { //Quand on appuie sur la barre espace ... if (SimpleInput.GetKeyDown(KeyCode.Space)) { //Et qu'on est au sol ... if (ent.isGrounded) { //On saute ! rb.velocity = new Vector2(rb.velocity.x, jumpForce); stoppedJumping = false; } } //Si on reste appuyé... if ((SimpleInput.GetKey(KeyCode.Space)) && !stoppedJumping) { //et que le compteur n'a pas atteint 0... if (jumpTimeCounter > 0) { // On saute plus haut ! rb.velocity = new Vector2(rb.velocity.x, jumpForce); jumpTimeCounter -= Time.deltaTime; } } //Quand on lache le bouton... if (SimpleInput.GetKeyUp(KeyCode.Space)) { //On arrete de sauter et on réinitialise le comptuer. jumpTimeCounter = 0; stoppedJumping = true; } //Ajoute une force rappel vers le sol lors de la chute (commence avant le sommet de la parabole, ajuster ySpeedLimit pour avoir le meilleur resultat) if (rb.velocity.y < ySpeedLimit) { rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier) * Time.deltaTime; } }
private void GetInput() { horizontalInput = SimpleInput.GetAxis("Horizontal"); verticalInput = SimpleInput.GetAxis("Vertical"); isBreaking = SimpleInput.GetKey(KeyCode.Space); }