コード例 #1
0
	public void checkJumping() {
		if (ControllerInput.A_ButtonDown(id) || (allowKeyboardInput && Input.GetKeyDown(KeyCode.Space))) {
			if (charController.isGrounded) {
					Debug.Log("jump");
				if (mode == PlayerMode.Small) {
					verticalSpeed = verticalStab;
				} else if (mode == PlayerMode.Big) {
					verticalSpeed = verticalStab * 0.5f;
				}
			}
		}
	}
コード例 #2
0
	void Update() {
		//Game mode
		GameMode();

		float moveHorizontal;
		float moveVertical;

		if (allowKeyboardInput) {
			moveVertical = Input.GetAxis("Vertical");
			moveHorizontal = Input.GetAxis("Horizontal");
		} else {
			moveVertical = ControllerInput.LeftAnalog_Y_Axis(id, 0.2f); 
			moveHorizontal = ControllerInput.LeftAnalog_X_Axis(id, 0.2f);
		}
		 
		Vector3 movementInput = new Vector3(moveHorizontal, 0, moveVertical);
		movementInput = movementInput.normalized;
		//Debug.Log (seeSaw.transform.localRotation.eulerAngles.x);
		moveDir = movementInput; //uaternion.AngleAxis(-seeSaw.transform.rotation.eulerAngles.x, Vector3.forward) *
		Debug.DrawLine(new Vector3(0,2,0), new Vector3(moveDir.x, 2 + moveDir.y, moveDir.z), Color.green);
		Debug.DrawLine(transform.position, (((transform.position + moveDir.normalized) - transform.position) * 3) + transform.position, Color.green);


		if (ControllerInput.A_ButtonDown(id) || (allowKeyboardInput && Input.GetKeyDown(KeyCode.LeftShift))) {
			//currentSpeed *= 1.4f;
			currentSpeed = Mathf.Lerp(currentSpeed * 1.2f, 1, acceleration * Time.deltaTime);
		}
		if (Input.GetKeyUp(KeyCode.LeftShift)) {
			//currentSpeed /= 1.4f;
			currentSpeed = Mathf.Lerp(0, currentSpeed / 1.2f, acceleration * Time.deltaTime);
		}

		if (movementInput.magnitude > 0) {
			//RotateToMovement(playerBody, movementInput.x, movementInput.z, 12);
			currentSpeed = Mathf.Lerp(currentSpeed, 0.7f, acceleration * Time.deltaTime);
		} else {
			currentSpeed = Mathf.Lerp(0, currentSpeed, acceleration *  Time.deltaTime);
		}

		movementMag = movement.magnitude;
			//			moveDir = Quaternion.AngleAxis(seeSaw.transform.rotation.z, Vector3.forward) * moveDir;
			//Debug.DrawLine(transform.position, (transform.position + new Vector3(moveDir.x, 0, moveDir.z)) * 2, Color.green);
		moveDir *= currentSpeed * Time.deltaTime;
		movement += moveDir; //Quaternion.FromToRotation(Vector3.forward, -target) *

		movement += (linearDampening * -new Vector3(movement.x, 0, movement.z));

		ApplyGravity ();
		isGrounded = charController.isGrounded;
		checkJumping();

		//charController.Move(movement);
		//Vector3.ClampMagnitude(movement, maxSpeed);
		if (id ==1)
//			Debug.Log (verticalSpeed);
		movement = new Vector3(movement.x, verticalSpeed, movement.z);

		if(movement.x > 0 && !FacingRight) {
			Flip();
		}else if (movement.x < 0 && FacingRight) {
			Flip();
		}

		//transform.position = Vector3.Lerp(transform.position, movement + transform.position, movementSmoothing);

		Debug.DrawLine(transform.position, (((transform.position + movement.normalized) - transform.position) * movement.magnitude * 1.4f) + transform.position, Color.red);
		charController.Move(movement);
		transform.position = new Vector3(transform.position.x, transform.position.y, 0);

		grabObject();
		throwObject();
	}