コード例 #1
0
    void FixedUpdate()
    {
        //      float moveHorizontal = Input.GetAxis ("Horizontal");
        //      float moveVertical = Input.GetAxis ("Vertical");

        //      Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

        //      Vector3 accelerationRaw = Input.acceleration;
        //      Vector3 acceleration = FixAcceleration (accelerationRaw);
        //      Vector3 movement = new Vector3 (acceleration.x, 0.0f, acceleration.y);

        Vector2 direction = touchPad.GetDirection();
        Vector3 movement  = new Vector3(direction.x, 0.0f, direction.y);

        rb.velocity = movement * speed;

        rb.position = new Vector3
                      (
            Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
                      );

        rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt);
    }
コード例 #2
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    void FixedUpdate()
    {
        Vector2 direction       = touchPad.GetDirection();
        Vector2 pointerPosition = touchPad.GetPointerPosition();

        if (touchPad.HasGotFirstTouch())
        {
            pointerPosition = Camera.main.ScreenToWorldPoint(pointerPosition);
        }
        else
        {
            pointerPosition.x = 0;
        }

        Vector3 movement = new Vector3(((pointerPosition.x) - (gameObject.transform.position.x)), direction.y, 0);

        GetComponent <Rigidbody>().velocity = (movement * speed);
        GetComponent <Rigidbody>().position = new Vector3
                                              (
            Mathf.Clamp(GetComponent <Rigidbody>().position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(GetComponent <Rigidbody>().position.z, boundary.zMin, boundary.zMax)
                                              );

        //robotMesh.transform.rotation = Quaternion.Euler(90f, GetComponent<Rigidbody>().velocity.x * (-tilt), GetComponent<Rigidbody>().velocity.x);
        robotMesh.transform.localRotation = Quaternion.Euler(0, GetComponent <Rigidbody>().velocity.x *(-tilt), 0);
    }
コード例 #3
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    void FixedUpdate()
    {
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical   = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal, 0f, moveVertical);

        if (Application.platform == RuntimePlatform.Android)
        {
            //Vector3 acceleration = Input.acceleration;
            //Vector3 fixedAcceleration = FixAcceleration(acceleration);
            //movement = new Vector3(fixedAcceleration.x, 0f, fixedAcceleration.y);

            Vector2 direction = touchPad.GetDirection();
            movement = new Vector3(direction.x, 0f, direction.y);
        }

        playerRigidbody.velocity = movement * speed;

        playerRigidbody.position = new Vector3(
            Mathf.Clamp(playerRigidbody.position.x, boundary.xMin, boundary.xMax),
            0f,
            Mathf.Clamp(playerRigidbody.position.z, boundary.zMin, boundary.zMax)
            );

        playerRigidbody.rotation = Quaternion.Euler(0f, 0f, playerRigidbody.velocity.x * -tilt);
    }
コード例 #4
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    void FixedUpdate()
    {
#if UNITY_IOS
        Vector2 direction = touchPad.GetDirection();
        Vector3 movement  = new Vector3(direction.x, 0.0f, direction.y);
#else
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical   = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
#endif



        rb.velocity = movement * speed;

        rb.position = new Vector3
                      (
            Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
                      );

        rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt);
    }
コード例 #5
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    private void FixedUpdate()
    {
        //float moveHorizontal = Input.GetAxis("Horizontal");
        //float moveVertical = Input.GetAxis("Vertical");

        //get movement entered
        //Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);  //for webdev

        //Vector3 accelerationRaw = Input.acceleration;
        //line and function added for comfort in how you're initially holding your phone
        //Vector3 acceleration = FixAcceleration(accelerationRaw);

        Vector2 direction = touchPad.GetDirection();

        Vector3 movement = new Vector3(direction.x, 0.0f, direction.y);

        Rigidbody ship = GetComponent <Rigidbody>();

        //move ship
        ship.velocity = movement * speed;

        //clamp the player inside the screen
        ship.position = new Vector3
                        (
            Mathf.Clamp(ship.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(ship.position.z, boundary.zMin, boundary.zMax)
                        );

        ship.rotation = Quaternion.Euler(0.0f, 0.0f, ship.velocity.x * -tilt);
    }
コード例 #6
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    private void FixedUpdate()
    {
#if (USE_TILT)
        Vector3 accelerationRaw = Input.acceleration;
        Vector3 acceleration    = FixAcceleration(accelerationRaw);
        Vector3 movement        = new Vector3(acceleration.x, 0.0f, acceleration.y);
#elif (USE_TOUCHPAD)
        Vector2 direction = touchPad.GetDirection();
        Vector3 movement  = new Vector3(direction.x, 0.0f, direction.y);
#else
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical   = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
#endif
        Rigidbody rb = GetComponent <Rigidbody>();
        rb.velocity = movement * speed;

        rb.position = new Vector3
                      (
            Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
                      );

        rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt);
    }
コード例 #7
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    private void FixedUpdate()
    {
        /**PC Control**/

        /*
         * float moveHorizontal = Input.GetAxis("Horizontal");
         * float moveVertical = Input.GetAxis("Vertical");
         *
         * Vector3 movement = new Vector3(moveHorizontal, 0f, moveVertical);
         */

        Vector2 direction = Vector2.zero;

        if (gameObject.activeSelf)
        {
            direction = touchPad.GetDirection();
        }


        Vector3 movement = new Vector3(direction.x, 0f, direction.y);


        rb.velocity = movement * speed;


        rb.MoveRotation(Quaternion.Euler(0f, 0f, rb.velocity.x * -tilt));

        rb.position = new Vector3(
            Mathf.Clamp(rb.position.x, -GameController.xAxis, GameController.xAxis),
            0f,
            Mathf.Clamp(rb.position.z, -GameController.zAxis, GameController.zAxis)
            );
    }
コード例 #8
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    void FixedUpdate()
    {
        Vector3 movement;

        if (IsMobile == true)
        {
            Vector2 direction = touchPad.GetDirection();
            movement = new Vector3(direction.x, 0.0f, direction.y);

            //Vector3 acceleration = FixAcceleration (Input.acceleration);
            //movement = new Vector3 (acceleration.x, 0.0f, acceleration.y);
        }
        else
        {
            float moveHorizontal = Input.GetAxis("Horizontal");
            float moveVertical   = Input.GetAxis("Vertical");

            movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
        }

        //Vector2 direction = touchPad.GetDirection ();
        //Vector3 movement = new Vector3 (direction.x, 0.0f, direction.y);
        rb.velocity = movement * Speed;

        rb.position = new Vector3
                      (
            Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax),
            0,
            Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
                      );

        rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -SideTilt);
    }
コード例 #9
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    void FixedUpdate()
    {
        weapon2Counter = weapon2Counter + 1;

        Vector3 movement = new Vector3(0.0f, 0.0f, 0.0f);

        if (settingsHolder.mode == 0)
        {
            Vector2 direction = touchPad.GetDirection();
            movement = new Vector3(direction.x, 0.0f, direction.y);
        }
        else if (settingsHolder.mode == 1)
        {
            Vector3 accelerationRaw = Input.acceleration;
            Vector3 acceleration    = FixAcceleration(accelerationRaw) * settingsHolder.sensibiliteAccelerometre;
            movement = new Vector3(acceleration.x, 0.0f, acceleration.y);
        }

        rigidbody.velocity = movement * speed;

        rigidbody.position = new Vector3
                             (
            Mathf.Clamp(rigidbody.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rigidbody.position.z, boundary.zMin, boundary.zMax)
                             );

        rigidbody.rotation = Quaternion.Euler(0.0f, 0.0f, rigidbody.velocity.x * -tilt);
    }
コード例 #10
0
    void FixedUpdate()
    {
#if UNITY_STANDALONE || UNITY_WEBGL
        float   moveHorizontal = Input.GetAxis("Horizontal");
        float   moveVertical   = Input.GetAxis("Vertical");
        Vector3 movement       = new Vector3(moveHorizontal, 0.0f, moveVertical);
#endif

        //Motion Controls
        //Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
        //Vector3 accelerationRaw = Input.acceleration;
        //Vector3 acceleration = FixAcceleration(accelerationRaw);

#if UNITY_IOS
        //Touch Controls
        Vector2 direction = touchPad.GetDirection();
        Vector3 movement  = new Vector3(direction.x, 0.0f, direction.y);
#endif

        GetComponent <Rigidbody>().velocity = movement * speed;
        GetComponent <Rigidbody>().position = new Vector3(
            Mathf.Clamp(GetComponent <Rigidbody>().position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(GetComponent <Rigidbody>().position.z, boundary.zMin, boundary.zMax)
            );

        GetComponent <Rigidbody>().rotation = Quaternion.Euler(0.0f, 0.0f, GetComponent <Rigidbody>().velocity.x * -tilt);
    }
コード例 #11
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    private void FixedUpdate()
    {
        //каждый кадр получаем положение телефона в пространстве
        //Vector3 accelerationRaw = Input.acceleration;

        //получаем координаты текущего положения телефона относительно стартового положения
        //Vector3 acceleration = FixAcceleration(accelerationRaw);

        Vector2 direction = touchPad.GetDirection();

        //float moveHorizontal = Input.GetAxis("Horizontal");
        //float moveVertical = Input.GetAxis("Vertical");
        rigidbody.rotation = Quaternion.Euler(0f, 0f, rigidbody.velocity.x * -tilt);

        //rigidbody.velocity = new Vector3(moveHorizontal, 0, moveVertical) * speed;

        //rigidbody.velocity = new Vector3(acceleration.x, 0, acceleration.y) * speed;

        rigidbody.velocity = new Vector3(direction.x, 0, direction.y) * speed;
        rigidbody.position = new Vector3
                             (
            Mathf.Clamp(rigidbody.position.x, boundary.xMin, boundary.xMax),
            0f,
            Mathf.Clamp(rigidbody.position.z, boundary.zMin, boundary.zMax)
                             );
    }
コード例 #12
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ファイル: AdCamera.cs プロジェクト: dienanh2210/2018
    void FixedUpdate()
    {
        Vector2 direction   = touchPad.GetDirection();
        float   translation = direction.y * speed;

        if (currentTranslation != translation)
        {
            currentTranslation = translation;
            transform.RotateAround(point, new Vector3(0.0f, 1.0f, 0.0f), 5.0f * (direction.y >= 0.0f ? 1.0f : -1.0f));
        }
    }
コード例 #13
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    private void FixedUpdate()
    {
        Vector2 direction = touchPad.GetDirection();
        float   num       = direction.y * speed;

        if (currentTranslation != num)
        {
            currentTranslation = num;
            base.transform.RotateAround(point, new Vector3(0f, 1f, 0f), 5f * ((!(direction.y >= 0f)) ? (-1f) : 1f));
        }
    }
コード例 #14
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    void FixedUpdate()
    {
//		float moveHorizontal = Input.GetAxis("Horizontal");
//		float moveVertical = Input.GetAxis("Vertical");


        float moveHorizontal = simpleTouchPad.GetDirection().x;
        float moveVertical   = simpleTouchPad.GetDirection().y;

        Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

        rigidbody.velocity = movement * speed;

        rigidbody.position = new Vector3(
            Mathf.Clamp(rigidbody.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rigidbody.position.z, boundary.zMin, boundary.zMax)
            );

        rigidbody.rotation = Quaternion.Euler(0.0f, 0.0f, rigidbody.velocity.x * -tilt);
    }
コード例 #15
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    void FixedUpdate()
    {
        //float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
        //float rotationX = transform.localEulerAngles.y + movement.x * sensitivityX;
        Vector2 direction = _simpleTouchPad.GetDirection();

        float rotationX = transform.localEulerAngles.y + direction.x * sensitivityX;

        rotationX = ClampAngle(rotationX, minimumX, maximumX);
        transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, rotationX, 0);
        //transform.Rotate(0,Input.GetAxis("Mouse X") * sensitivityX,0);
    }
コード例 #16
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    private float getHorizontalMovement()
    {
        float horizontalMovement = rigidBody.velocity.x;

        float xAxis = 0f;

#if UNITY_ANDROID
        xAxis = movementTouchPad.GetDirection().x;
#else
        xAxis = Input.GetAxis("Horizontal");
#endif

        if (enoughAxis(xAxis, MIN_HORIZONTAL_AXIS))
        {
            horizontalMovement = xAxis * xVelocity;
        }
        return(horizontalMovement);
    }
コード例 #17
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    void FixedUpdate()
    {
        //	float moveHorizontal = Input.GetAxis ("Horizontal");
        //float moveVertical = Input.GetAxis ("Vertical");
        Vector2 direction = touchPad.GetDirection();

        Vector3 movement = new Vector3(direction.x, 0.0f, direction.y);

        GetComponent <Rigidbody>().velocity = movement * speed;

        GetComponent <Rigidbody>().position = new Vector3
                                              (
            Mathf.Clamp(GetComponent <Rigidbody>().position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(GetComponent <Rigidbody>().position.z, boundary.zMin, boundary.zMax)
                                              );

        GetComponent <Rigidbody>().rotation = Quaternion.Euler(0.0f, 0.0f, GetComponent <Rigidbody>().velocity.x * -tilt);
    }
コード例 #18
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    void FixedUpdate()
    {
        Vector3 accelerationRaw = Input.acceleration;
        Vector3 acceleration    = FixAcceleration(accelerationRaw);

        Vector2 direction = touchPad.GetDirection();
        Vector3 movement  = new Vector3(direction.x, 0.0f, direction.y);

        rb.velocity = movement * speed;

        rb.position = new Vector3
                      (
            Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
                      );

        rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt);
    }
コード例 #19
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    private void FixedUpdate()
    {
//		float moveHorizontal = Input.GetAxis("Horizontal");
//		float moveVertical = Input.GetAxis("Vertical");

        //_rigidbody.velocity = new Vector3(moveHorizontal,0f, moveVertical) * speed;

//		Vector3 acceleration = FixAcceleration(Input.acceleration);
//		_rigidbody.velocity = new Vector3(acceleration.x,0f, acceleration.y) * speed;

        Vector2 direction = touchPad.GetDirection();

        _rigidbody.velocity = new Vector3(direction.x, 0f, direction.y) * speed;
        _rigidbody.position = new Vector3(
            Mathf.Clamp(_rigidbody.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(_rigidbody.position.z, boundary.zMin, boundary.zMax)
            );
        _rigidbody.rotation = Quaternion.Euler(0.0f, 0.0f, _rigidbody.velocity.x * -tilt);
    }
コード例 #20
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    void InputMovement()
    {
        moveHorizontal = Input.GetAxis("Horizontal");
        moveVertical   = Input.GetAxis("Vertical");
        movement       = new Vector3(moveHorizontal, 0.0f, moveVertical);

        if (myRb != null)
        {
            myRb.AddForce(movement * speed);

            direction = stp.GetDirection();
            movement  = new Vector3(direction.x, 0.0f, direction.y);
            myRb.AddForce(movement * speed);
        }

        if (playerFlare != null)
        {
            playerFlare.transform.position = transform.position;
        }
    }
コード例 #21
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    void FixedUpdate()
    {
        //if (!isLocalPlayer) {
        //    return;
        //}
        //float moveHorizontal = Input.GetAxis ("Horizontal");
        //float moveVertical = Input.GetAxis ("Vertical");
        Vector2 direction = touchPad.GetDirection();
        Vector3 movement  = new Vector3(direction.x, 0.0f, direction.y);

        rb.velocity = movement * speed;

        rb.position = new Vector3(
            Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
            );

        rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt);
    }
コード例 #22
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    // FixedUpdate is called once per frame for physics
    void FixedUpdate()
    {
        // Translation
        Vector3 movement = new Vector3();

#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBPLAYER
        // PC
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical   = Input.GetAxis("Vertical");
        movement = new Vector3(moveHorizontal, 0f, moveVertical);
#elif UNITY_IOS || UNITY_ANDROID
        // MOBILE
        if (m_controlType == ControlType.Accelerometer)
        {
            // Accelerometer
            Vector3 accelerationRaw = Input.acceleration;
            Vector3 acceleration    = FixAcceleration(accelerationRaw);
            movement = new Vector3(acceleration.x, 0f, acceleration.y);
        }
        else
        {
            // touchPad
            Vector2 direction = m_touchPad.GetDirection();
            movement = new Vector3(direction.x, 0f, direction.y);
        }
#endif

        // Speed
        m_rb.velocity = movement * m_speed;

        // Clamp to Boundary
        m_rb.position = new Vector3(
            Mathf.Clamp(m_rb.position.x, m_boundary.xMin, m_boundary.xMax),
            0f,
            Mathf.Clamp(m_rb.position.z, m_boundary.zMin, m_boundary.zMax)
            );

        // Rotation
        m_rb.rotation = Quaternion.Euler(0f, 0f, -m_tilt * m_rb.velocity.x);
    }
コード例 #23
0
    void FixedUpdate()
    {
//		float moveHorizontal = Input.GetAxis ("Horizontal");
//		float moveVertical = Input.GetAxis ("Vertical");

//		Vector3 movement = new Vector3 (moveHorizontal,0.0f,moveVertical);

        Vector2 direction = touchPad.GetDirection();
        Vector3 movement  = new Vector3(direction.x, 0.0f, direction.y);

        rb.velocity = movement * speed;
        var minX = Camera.main.ScreenToWorldPoint(new Vector2(0.1f * Screen.width, 0)).x;
        var maxX = Camera.main.ScreenToWorldPoint(new Vector2(0.9f * Screen.width, 0)).x;

        rb.position = new Vector3
                      (
            Mathf.Clamp(rb.position.x, minX, maxX),
            0.0f,
            Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
                      );
        rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt);
        Debug.Log(rb.velocity.x);
    }
コード例 #24
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    private void FixedUpdate()
    {
        //desktop
        if (SystemInfo.deviceType == DeviceType.Desktop)
        {
            float moveHorizontal = Input.GetAxis("Horizontal");
            float moveVertical   = Input.GetAxis("Vertical");
            _rigid.velocity = new Vector3(moveHorizontal, 0, moveVertical) * Speed;
        }
        else
        {
            //mobile
            //Vector3 acceleration = FixAcceleration(Input.acceleration);
            //_rigid.velocity = new Vector3(acceleration.x, 0, acceleration.y) * Speed;

            Vector2 direction = TouchPad.GetDirection();

            _rigid.velocity = new Vector3(direction.x, 0, direction.y) * Speed;
        }

        _rigid.position = new Vector3(Mathf.Clamp(_rigid.position.x, Boundary.XMin, Boundary.XMax), 0, Mathf.Clamp(_rigid.position.z, Boundary.ZMin, Boundary.ZMax));

        _rigid.rotation = Quaternion.Euler(0, 0, _rigid.velocity.x * -Tilt);
    }
コード例 #25
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    /**
     * Called after each physic step
     **/
    void FixedUpdate()
    {
        //Debug.Log("FixedUpdate time :" + Time.deltaTime);

///////////////////////////////////////////////////////////////
//
//		/*
//		 * Move the player using keyboard
//       */
//
//		// Get the player's input
//		float moveHorizontal = Input.GetAxis ("Horizontal");
//		float moveVertical = Input.GetAxis ("Vertical");
//
//		// Created the vector that holds the player's movement
//		Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
///////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////
//
//		/*
//		 * Move the player using accelerometer
//		 */
//		// Get the accelerometer input with no changes
//		Vector3 accelerationRaw = Input.acceleration;
//		Vector3 acceleration = FixAcceleration(accelerationRaw);
//		//Debug.Log (acceleration.x + "," + acceleration.y + "," + acceleration.z);
//
//		/*
//		 * Created the vector that holds the player's movement.
//		 *
//		 * In the device, there is x (horizontal) e y (vertical). But in unity,
//		 * our project is x (horizontal) e z (vertical). Thus, z, in the project,
//		 * must be y in the device.
//		 */
//		Vector3 movement = new Vector3 (acceleration.x, 0.0f,  acceleration.y);
//
///////////////////////////////////////////////////////////////

        /*
         * Move the player using touchscreen
         */
        Vector2 direction = touchPad.GetDirection();

        /*
         * Created the vector that holds the player's movement.
         */
        Vector3 movement = new Vector3(direction.x, 0.0f, direction.y);

        /*
         * Aplly the input into rigidbody as the velocity
         *
         * Input is between 0 and 1, at the maximum 1 unity, so multiply the movement per speed.
         */
        rb.velocity = movement * speed;

        /*
         * Before render the next frame, will check the position, to avoid the player go outside the game area.
         *
         * The position will be set inside game area if the position would be outside the game area.
         */
        rb.position = new Vector3(
            Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
            );

        /*
         * Tilts the player while moviment left to right, Z axis.
         *
         * The rotation is on the Z axis, but the movement is along X axis.
         *
         * The '-tilt' is to tilt in the correct direction.
         */
        rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt);

        // Testing rotating in X axis too
        //rb.rotation = Quaternion.Euler (rb.velocity.z * tilt, 0.0f, rb.velocity.x * -tilt);
    }
コード例 #26
0
 private Vector2 TouchDirection()
 {
     return(simpleTouchPad.GetDirection());
 }