Esempio n. 1
0
        private float AxisCheck(string controlname, bool getRawValue = false)
        {
            Sinput.SinputUpdate();

            float returnV = 0f;
            float v       = 0f;

            for (int i = 0; i < joystickIndeces.Count; i++)
            {
                if (!getRawValue)
                {
                    v = Sinput.GetAxis(controlname, (InputDeviceSlot)joystickIndeces[i]);
                }
                else
                {
                    v = Sinput.GetAxisRaw(controlname, (InputDeviceSlot)joystickIndeces[i]);
                }
                if (Mathf.Abs(v) > Mathf.Abs(returnV))
                {
                    returnV = v;
                }
            }


            return(returnV);
        }
Esempio n. 2
0
    public void HandleLeftRightMovement()
    {
        hInput = Sinput.GetAxisRaw("Horizontal");

        spriteRenderer.flipX = hInput != 0 ? hInput < 0 : spriteRenderer.flipX;
        //this sorta weird setup  means that the player can still MOVE really fast (if propelled by external forces)
        //its just that he cant go super fast just by player input alone

        //force should be clamped so it doesnt let velocity extend past currentSpeed
        var force = accel * hInput * Time.deltaTime * 100;

        force = Mathf.Clamp(force + velocity.x, -currentSpeed, currentSpeed) - velocity.x;

        //basically making sure the adjusted force of the input doesn't act against the input itself
        if (Mathf.Sign(force) == Mathf.Sign(hInput))
        {
            velocity.x += force;
        }


        if (Mathf.Abs(hInput) < 0.01f)
        {
            velocity.x *= 0.8f;
        }
    }
Esempio n. 3
0
    void FixedUpdate()
    {
        float lh = Sinput.GetAxisRaw("Horizontal");
        float lv = Sinput.GetAxisRaw("Vertical");

        Move(lh, lv);

        FlashlightBob();
    }
Esempio n. 4
0
        // Update is called once per frame
        void Update()
        {
            //get player input for motion
            Vector3 motionInput = Sinput.GetVector("Horizontal", "", "Vertical", playerSlot);

            //we want to move like, three times as much as this
            motionInput *= 3f;

            //gravity
            yMotion      -= Time.deltaTime * 10f;
            motionInput.y = yMotion;

            //move our character controller now
            characterController.Move(motionInput * Time.deltaTime);

            //landing/jumping
            if (characterController.isGrounded)
            {
                yMotion = -0.05f;

                if (Sinput.GetButtonDown("Jump", playerSlot))
                {
                    //we pressed jump while on the ground, so we jump!
                    yMotion = 5f;
                }
            }

            //aiming
            Vector3 aimDir = Vector3.zero;

            aimDir.x = Sinput.GetAxisRaw("Horizontal", playerSlot);
            aimDir.z = Sinput.GetAxisRaw("Vertical", playerSlot);
            if (aimDir.magnitude > 0.4f)
            {
                //inputs are strong enough, lets look in the aim direction
                lookDirection = aimDir.normalized;
                Quaternion fromRotation = transform.rotation;
                transform.LookAt(transform.position + lookDirection);
                transform.rotation = Quaternion.Slerp(fromRotation, transform.rotation, Time.deltaTime * 10f);
            }
            //make sure our display text always faces the same way
            playerSlotDisplay.transform.eulerAngles = Vector3.zero;


            //shooting
            bulletCooldown -= Time.deltaTime;
            if (Sinput.GetButton("Fire1", playerSlot) && bulletCooldown <= 0f)
            {
                bulletCooldown = 0.2f;
                GameObject newBullet = (GameObject)GameObject.Instantiate(bulletPrefab);
                newBullet.transform.position = gunTransform.position;
                newBullet.transform.rotation = gunTransform.rotation;
                newBullet.GetComponent <BulletScript>().moveDir = gunTransform.forward;
            }
            if (Sinput.GetButton("Fire2", playerSlot) && bulletCooldown <= 0f)
            {
                bulletCooldown = 0.05f;
                GameObject newBullet = (GameObject)GameObject.Instantiate(bulletPrefab);
                newBullet.transform.position   = gunTransform.position;
                newBullet.transform.rotation   = gunTransform.rotation;
                newBullet.transform.localScale = Vector3.one * 0.3f;
                newBullet.GetComponent <BulletScript>().moveDir   = gunTransform.forward;
                newBullet.GetComponent <BulletScript>().moveSpeed = 30f;
                newBullet.GetComponent <BulletScript>().life      = 0.33f;
            }
        }