void InputUpdate() { if (SimpleInput.GetButtonUp("pause") | Input.GetKeyDown(KeyCode.Return)) { Time.timeScale = 0; PausePanel.SetActive(true); Pause_Score.text = GameController.singltone.Score.ToString(); B_Pause.gameObject.SetActive(false); } if (SimpleInput.GetButtonUp("return") | Input.GetKeyDown(KeyCode.Return)) { Time.timeScale = 1; PausePanel.SetActive(false); B_Pause.gameObject.SetActive(true); } if (SimpleInput.GetButtonUp("restart")) { GameController.singltone.NewGame(); Time.timeScale = 1; PausePanel.SetActive(false); GameOverPanel.SetActive(false); WinGamePanel.SetActive(false); B_Pause.gameObject.SetActive(true); timer = 0; } }
private void InputDetection() { var horizontal = SimpleInput.GetAxis("Horizontal"); if (horizontal < 0f) { state.HideShield(); state.MoveLeft(); } else if (horizontal > 0f) { state.HideShield(); state.MoveRight(); } else if (horizontal == 0f) { state.GetIdle(); } var vertical = SimpleInput.GetAxis("Vertical"); if (SimpleInput.GetButton("Jump") || vertical > 0f) { state.MoveUp(); } else if (vertical < 0f) { state.MoveDown(); } if (SimpleInput.GetButton("Fire1")) { state.HideShield(); state.UseWeapon(); } else { if (SimpleInput.GetButtonDown("Fire2")) { state.UseShield(); } else if (SimpleInput.GetButtonUp("Fire2")) { state.HideShield(); } } if (SimpleInput.GetButton("Jump")) { GameManager.S.PauseUnpause(); } if (Application.platform == RuntimePlatform.Android) { if (Input.GetKeyDown(KeyCode.Escape)) { GameManager.S.PauseUnpause(); } } }
private void PcControlls() { if (SimpleInput.GetButtonDown("Jump")) { OnPressJump(); } else if (SimpleInput.GetButtonUp("Jump")) { OnReleaseJump(); } if (SimpleInput.GetButtonDown("Dash") && dashEnabled) { OnPressDash(); } }
// Update is called once per frame void Update() { horizontalMove = SimpleInput.GetAxisRaw("Horizontal") * runSpeed; if (SimpleInput.GetButtonDown("Jump")) { jump = true; } if (SimpleInput.GetButtonDown("Crouch")) { crouch = true; } else if (SimpleInput.GetButtonUp("Crouch")) { crouch = false; } }
private void FixedUpdate() { pointsScreen.SetActive(!StaticClass.disableInput && SimpleInput.GetButton("Points Screen")); if (StaticClass.disableInput) { Move(0, false, false); } else { vertical = SimpleInput.GetAxis("Vertical"); Move(SimpleInput.GetAxis("Horizontal"), SimpleInput.GetButton("Jump"), SimpleInput.GetButton("Run")); if (SimpleInput.GetButtonUp("Fire2")) { Drop(); GetComponent <AudioSource>().PlayOneShot(openSound); } } }
void Update() { if (enableControl) { horizontalMove = SimpleInput.GetAxisRaw("Horizontal") * runSpeed; if (SimpleInput.GetButtonDown("Crouch")) { crouch = true; } else if (SimpleInput.GetButtonUp("Crouch")) { crouch = false; } if (SimpleInput.GetButtonDown("Jump") && isGrounded && jump == false) { // The player starts to jump from any ground jump = true; } else if (SimpleInput.GetButtonUp("Jump") && !isGrounded && jumpCancel == false) { // The player starts to cancel jumping in the air jumpCancel = true; } // Player begins to attack if (SimpleInput.GetButtonDown("Fire1") && !attack) { StartCoroutine(AttackCoroutine()); } } // Update animation m_Animator.SetFloat("Speed", Mathf.Abs(horizontalMove)); m_Animator.SetBool("IsGrounded", isGrounded); m_Animator.SetBool("Sneaking", crouch); // Play SFX if (jump) { m_PlayerSFXource.PlayOneShot(jumpSFXClip); } }
/// <summary> /// Find user input. Should put this in its own class but im lazy /// </summary> private void MyInput() { x = SimpleInput.GetAxisRaw("Horizontal"); y = SimpleInput.GetAxisRaw("Vertical"); jumping = SimpleInput.GetButton("Jump"); crouching = SimpleInput.GetButton("Crouch"); if (SimpleInput.GetKeyDown(KeyCode.Q)) { DamagePlayer(); } //Crouching if (SimpleInput.GetButtonDown("Crouch")) { StartCrouch(); } if (SimpleInput.GetButtonUp("Crouch")) { StopCrouch(); } }
protected override void ComputeVelocity() { Vector2 move = Vector2.zero; //move.x = CrossPlatformInputManager.GetAxis("Horizontal"); move.x = SimpleInput.GetAxis("Horizontal"); if (move.x > 0) { walkingDirection = true; animator.SetBool("bWalkingRight", true); } else if (move.x < 0) { walkingDirection = false; animator.SetBool("bWalkingRight", false); } else if (move.x == 0) { animator.SetBool("bWalkingRight", walkingDirection); } if (SimpleInput.GetButtonDown("Jump") && grounded) { velocity.y = jumpTakeOffSpeed; } else if (SimpleInput.GetButtonUp("Jump")) { if (velocity.y > 0) { velocity.y = velocity.y * 0.5f; } } targetVelocity = move * maxSpeed; PlayerStats.Instance.bWalkingDirection = walkingDirection; }
public void Update() { // The slider should have a default value of the minimum launch force. m_AimSlider.value = m_MinLaunchForce; // If the max force has been exceeded and the shell hasn't yet been launched... if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired) { // ... use the max force and launch the shell. m_CurrentLaunchForce = m_MaxLaunchForce; Fire(m_CurrentLaunchForce, 1); } // Otherwise, if the fire button has just started being pressed... else if (SimpleInput.GetButtonDown(m_FireButton)) { // ... reset the fired flag and reset the launch force. m_Fired = false; m_CurrentLaunchForce = m_MinLaunchForce; // Change the clip to the charging clip and start it playing. //m_ShootingAudio.clip = m_ChargingClip; //m_ShootingAudio.Play (); } // Otherwise, if the fire button is being held and the shell hasn't been launched yet... else if (SimpleInput.GetButton(m_FireButton) && !m_Fired) { // Increment the launch force and update the slider. m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime; m_AimSlider.value = m_CurrentLaunchForce; } // Otherwise, if the fire button is released and the shell hasn't been launched yet... else if (SimpleInput.GetButtonUp(m_FireButton) && !m_Fired) { // ... launch the shell. Fire(m_CurrentLaunchForce, 1); } }
// Update is called once per frame void Update() { time += Time.deltaTime; if (SimpleInput.GetButton("Fire")) { if (Time.time - lastfired > 1 / Firerate && Bullets > 0) { lastfired = Time.time; shoot = true; Instantiate(Bullet, new Vector3(Gunpoint.transform.position.x, Gunpoint.transform.position.y, 0), Quaternion.identity); Muzzle.Play(); Bullets--; manager.Shoot(2); } } if (SimpleInput.GetButton("Rocket")) { if (time > Missilerate && Missiles > 0) { shoot = true; Instantiate(Missile, Gunpoint.transform.position, Quaternion.identity); time = 0f; Missiles--; manager.Shoot(1); } } if (SimpleInput.GetButtonUp("Fire")) { shoot = false; Muzzle.Stop(); } if (SimpleInput.GetButtonUp("Rocket")) { shoot = false; } animator.SetBool("Shoot", shoot); }
public bool IsAttackButtonUp() => SimpleInput.GetButtonUp(Button);
void Update() { //if (!GameStates.gameActive) return; // Get device type if (SystemInfo.deviceType == DeviceType.Desktop) { // Input for keyboard (mostly for testing purposes) float horizontal = Input.GetAxisRaw("Horizontal"); if (Input.GetMouseButton(0)) { ps.Aim(); //if (OnStateChange != null) OnStateChange(PlayerStates.firingWeapon); } else if (Input.GetMouseButtonUp(0)) { ps.StopAim(); } if ((Input.GetKeyDown(KeyCode.Space)) || (Input.GetMouseButtonDown(1))) { if (OnStateChange != null) { OnStateChange(PlayerStates.jump); } } if (horizontal != 0f) { if (horizontal < 0f) { if (OnStateChange != null) { OnStateChange(PlayerStates.left); } facingRight = !facingRight; } else { if (OnStateChange != null) { OnStateChange(PlayerStates.right); } facingRight = !facingRight; } } else { if (OnStateChange != null) { OnStateChange(PlayerStates.idle); } } } else if (SystemInfo.deviceType == DeviceType.Handheld) { // Mobile input if (SimpleInput.GetButton("Attack")) { ps.Aim(); //if (OnStateChange != null) OnStateChange(PlayerStates.firingWeapon); } else if (SimpleInput.GetButtonUp("Attack")) { ps.StopAim(); } if (SimpleInput.GetButtonDown("Jump")) { if (OnStateChange != null) { OnStateChange(PlayerStates.jump); } } if (SimpleInput.GetButton("Left")) { if (OnStateChange != null) { OnStateChange(PlayerStates.left); } } else if (SimpleInput.GetButton("Right")) { if (OnStateChange != null) { OnStateChange(PlayerStates.right); } } else { if (OnStateChange != null) { OnStateChange(PlayerStates.idle); } } } }
public void Evaluate(string buttonName) { pressed = SimpleInput.GetButtonDown(buttonName); held = SimpleInput.GetButton(buttonName); released = SimpleInput.GetButtonUp(buttonName); }