void Move() { if (inVehicule) { if (joystick.Vertical() != 0) { a = joystick.Vertical(); } if (joystick.Horizontal() != 0) { b = joystick.Horizontal(); } //if ((joystick.Horizontal () != 0) && (joystick.Horizontal () != 0)) { direction = new Vector2(joystick.Horizontal(), joystick.Vertical()); //transform.position.x = joystick.Horizontal (); //transform.position.y = joystick.Vertical (); //tank.transform.position =direction*6f; float angle = Mathf.Atan2(a, b) * Mathf.Rad2Deg; transform.rotation = Quaternion.Euler(0, 0, angle + 90f); myRigidbody.velocity = direction.normalized * 6f; bulletDirection = new Vector2(Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad)); //} } }
// Update is called once per frame void Update() { if (canMove) { if (!isGravity) { // Move the object forward along its z axis 1 unit/second. this._spaceShip.transform.Translate(Vector3.forward * Time.deltaTime * _speed); //Move directional if (_Joystick.Horizontal() != 0 || _Joystick.Vertical() != 0) { this._spaceShip.transform.Translate(new Vector3((_Joystick.Horizontal() * Time.deltaTime * _speed), (_Joystick.Vertical() * Time.deltaTime * _speed), 0f)); this.lossFuel(1); } } else { Vector3 posShip = this._spaceShip.transform.position; if (!stop) { if (posShip.x > -3) { this._spaceShip.transform.Translate(Vector3.left * Time.deltaTime * _speed); } else { this._spaceShip.transform.Translate(Vector3.right * Time.deltaTime * _speed); } if (posShip.y > 17) { this._spaceShip.transform.Translate(Vector3.down * Time.deltaTime * _speed); } else { this._spaceShip.transform.Translate(Vector3.up * Time.deltaTime * _speed); } if (posShip.z < 460) { this._spaceShip.transform.Translate(Vector3.forward * Time.deltaTime * _speed); } else { stop = true; } } else //rotate { Vector3 rotationMask = new Vector3(0, 1, 0); //which axes to rotate around this._spaceShip.transform.RotateAround(_planet.transform.position, rotationMask, (float)this._speed * Time.deltaTime); if (this._spaceShip.transform.localEulerAngles.y > -90.0f) { this._spaceShip.transform.localEulerAngles = new Vector3(this._spaceShip.transform.localEulerAngles.x, this._spaceShip.transform.localEulerAngles.y - Time.deltaTime * _speed, this._spaceShip.transform.localEulerAngles.z); } } } } }
public void Move() { isMove = true; playerAnimator.SetBool("move", isMove); direction.x = joystick.Horizontal(); direction.y = joystick.Vertical(); myRigidbody.velocity = direction.normalized * walkSpeed; }
// Update is called once per frame void Update() { MoveVector = PoolInput(); Move(); camera = new Vector3(mainCamera.transform.position.x + (joystick.Horizontal() * cameraSpeed * Time.deltaTime), mainCamera.transform.position.y + (joystick.Vertical() * cameraSpeed * Time.deltaTime), mainCamera.transform.position.z - (joystick.Horizontal() * cameraSpeed * Time.deltaTime)); mainCamera.transform.position = camera; }
void FixedUpdate() { if (PlayerPrefs.GetInt("Sr_Type") > 2) { PlayerPrefs.SetInt("Sr_Type", 0); } float motor = maxMotorPower * gassSpeed; if (PlayerPrefs.GetInt("Sr_Type", 0) == 0) { float steering = maxSteerAngle * joystick.Horizontal(); joystick.gameObject.SetActive(true); buttons.gameObject.SetActive(false); frontLeftWheel.steerAngle = steering; frontRightWheel.steerAngle = steering; } if (PlayerPrefs.GetInt("Sr_Type") == 1) { joystick.gameObject.SetActive(false); buttons.gameObject.SetActive(false); float steering = maxSteerAngle * Input.acceleration.x; frontLeftWheel.steerAngle = steering; frontRightWheel.steerAngle = steering; } if (PlayerPrefs.GetInt("Sr_Type") == 2) { joystick.gameObject.SetActive(false); buttons.gameObject.SetActive(true); float steering = maxSteerAngle * steer; frontLeftWheel.steerAngle = steering; frontRightWheel.steerAngle = steering; } backLeftWheel.motorTorque = motor; backRightWheel.motorTorque = motor; //Wheel Turning TurnWheel(frontLeftWheel); TurnWheel(frontRightWheel); TurnWheel(backLeftWheel); TurnWheel(backRightWheel); var rotationVector = transform.rotation.eulerAngles; rotationVector.z = 0; transform.rotation = Quaternion.Euler(rotationVector); LapText.text = CurrentLap.ToString() + "/" + LapAmount.ToString(); }
// Fixed update is called in sync with physics private void FixedUpdate() { // read inputs // float h = CrossPlatformInputManager.GetAxis("Horizontal"); //float v = CrossPlatformInputManager.GetAxis("Vertical"); float h = joystick.Horizontal(); float v = joystick.Vertical(); bool crouch = Input.GetKey(KeyCode.C); // calculate move direction to pass to character if (m_Cam != null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = v * m_CamForward + h * m_Cam.right; } else { // we use world-relative directions in the case of no main camera m_Move = v * Vector3.forward + h * Vector3.right; } #if !MOBILE_INPUT // walk speed multiplier if (Input.GetKey(KeyCode.LeftShift)) { m_Move *= 0.5f; } #endif // pass all parameters to the character control script m_Character.Move(m_Move, crouch, m_Jump); m_Jump = false; }
private void movement() { float timer = Time.deltaTime * 4.5f; Vector3 velocity = Vector3.zero; //MOVEMENT float value = (mobile) ? leftJoystick.Vertical() : Input.GetAxis("Vertical"); value = value * timer; velocity += (Vector3.forward * value); value = (mobile) ? leftJoystick.Horizontal() : Input.GetAxis("Horizontal"); value = value * timer; velocity += (Vector3.right * value); anim.SetFloat("vel", velocity.magnitude); velocity += Physics.gravity * Time.deltaTime / 5; velocity = this.transform.TransformVector(velocity) * 200; rigid.velocity = velocity; //END OF MOVEMENT //CAMERA rotBody += ((mobile) ? rightJoystick.Horizontal() : Input.GetAxis("Mouse X")) * 1.5f; Quaternion localRotation = Quaternion.Euler(0, rotBody, 0); this.transform.localRotation = localRotation; rotCamera += ((mobile) ? -rightJoystick.Vertical() : -Input.GetAxis("Mouse Y")) * 1.5f; rotCamera = Mathf.Clamp(rotCamera, -55, 55); localRotation = Quaternion.Euler(rotCamera, 0, 0); vista.transform.localRotation = localRotation; //END OF CAMERA }
// Update is called once per frame void Update() { Vector3 movement = new Vector3(joystick.Horizontal(), joystick.Vertical(), 0.0f); animator.SetFloat("Horizontal", movement.x); animator.SetFloat("Vertical", movement.y); animator.SetFloat("Magnitude", movement.magnitude); if (movement.x > 0) { right = true; } if (movement.x < 0) { right = false; } animator.SetBool("Right", right); if (!lockMovement) { transform.position = transform.position + movement * Time.deltaTime; } if (Input.GetKeyDown("space")) { throwBottle(); } }
void Update() { inputDirection = Vector3.zero; if (!disabledPlayer) { if (js != null) { inputDirection = new Vector3(js.Horizontal(), 0, js.Vertical()).normalized; } else { inputDirection = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized; } } inputMagnitude = inputDirection.magnitude; smoothInputMagnitute = Mathf.SmoothDamp(smoothInputMagnitute, inputMagnitude, ref smoothVelocity, smoothTime); targetAngle = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg; angle = Mathf.LerpAngle(angle, targetAngle, turnSpeed * Time.deltaTime * inputMagnitude); transform.eulerAngles = Vector3.up * angle; transform.Translate(transform.forward * moveSpeed * Time.deltaTime * smoothInputMagnitute, Space.World); velocity = transform.forward * moveSpeed * smoothInputMagnitute; }
void GetInput() { forwardInput = joystick.Vertical(); turnInput = joystick.Horizontal(); m_anim.SetFloat("VelX", forwardInput); m_anim.SetFloat("VelY", turnInput); }
void ReadInputAndMove() { // move closer to destination Vector2 p = Vector2.MoveTowards(transform.position, _dest, speed); GetComponent <Rigidbody2D>().MovePosition(p); // get the next direction from keyboard float horizontal = joystick.Horizontal(); float vertical = joystick.Vertical(); #if UNITY_STANDALONE || UNITY_WEBPLAYER if (Math.Abs(horizontal) > 0 || Math.Abs(vertical) > 0) { #else if (Math.Abs(horizontal) > 0.5 || Math.Abs(vertical) > 0.5) { #endif if (Math.Abs(horizontal) > Math.Abs(vertical)) { if (horizontal > 0) { _nextDir = Vector2.right; } else { _nextDir = Vector2.left; } } else { if (vertical > 0) { _nextDir = Vector2.up; } else { _nextDir = Vector2.down; } } } // if pacman is in the center of a tile if (Vector2.Distance(_dest, transform.position) < 0.00001f) { if (Valid(_nextDir)) { _dest = (Vector2)transform.position + _nextDir; _dir = _nextDir; } else // if next direction is not valid { if (Valid(_dir)) // and the prev. direction is valid { _dest = (Vector2)transform.position + _dir; // continue on that direction } // otherwise, do nothing } } }
private void Movement() { Vector3 movement; if (Input.GetAxis("Horizontal") > 0 || Input.GetAxis("Vertical") > 0) { movement = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); } else { movement = new Vector3(joystick.Horizontal(), joystick.Vertical()); } //print(movement); //if (movement.x > 0) movement.x = 1; //else if (movement.x < 0) movement.x = -1; //if (movement.y > 0) movement.y = 1; //else if (movement.y < 0) movement.y = -1; myBody.velocity = movement * Speed; float myBodyPosX = Mathf.Clamp(myBody.position.x, minClampX, maxClampX); float myBodyPosY = Mathf.Clamp(myBody.position.y, minClampY, maxClampY); myBody.position = new Vector3(myBodyPosX, myBodyPosY); }
private void FixedUpdate() { float horizontal = vJoystick.Horizontal(); anim.SetFloat("Speed", Mathf.Abs(horizontal)); Vector2 currentVelocity = rb2d.velocity; if (horizontal * currentVelocity.x < maxSpeed) { rb2d.AddForce(Vector2.right * horizontal * moveForce); } if (Mathf.Abs(currentVelocity.x) > maxSpeed) { rb2d.velocity = new Vector2(Mathf.Sign(currentVelocity.x) * maxSpeed, currentVelocity.y); } if (horizontal > 0 && !facingRight) { Flip(); } else if (horizontal < 0 && facingRight) { Flip(); } if (jump) { anim.SetTrigger("Jump"); rb2d.AddForce(new Vector2(0f, jumpForce)); jump = false; } }
void FixedUpdate() { //good work, keep at it if (isMoveable) { rb.MovePosition(rb.position + (transform.forward * forwardSpeed * Time.fixedDeltaTime)); } /* * the standardRot is the rotation the player would have if it were not rotated * about its upVector, we need to have this default or else there would be no * reference frame for the joystick to rotate off of */ Quaternion standardRot = transform.rotation * ((joystickPos != Vector3.zero) ? Quaternion.Inverse(Quaternion.LookRotation(joystickPos)) : Quaternion.identity); //get the x,y position of the joystick joystickPos = new Vector3(vJoystick.Horizontal(), 0.0f, vJoystick.Vertical()); if (joystickPos != Vector3.zero) { //rotate to the desired orientation rb.MoveRotation(standardRot * Quaternion.LookRotation(joystickPos)); } }
void Look() { if (!isPC) { targetPos = new Vector3(rightJoystick.Horizontal() + transform.position.x, rightJoystick.Vertical() + transform.position.y); transform.up = targetPos - transform.position; } else { //Grab the current mouse position on the screen Vector3 mousePosition = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Input.mousePosition.z - Camera.main.transform.position.z)); //Rotates toward the mouse transform.eulerAngles = new Vector3(0, 0, Mathf.Atan2((mousePosition.y - transform.position.y), (mousePosition.x - transform.position.x)) * Mathf.Rad2Deg - 90); } }
// Update is called once per frame void Update() { if (this.androidInput) { this.input.Set(moveJoystick.Horizontal(), moveJoystick.Vertical(), 0); //Quaternion eulerRot = Quaternion.Euler(0.0f, 0.0f, lookJoystick.GetComponentInChildren<VirtualJoystick>().transform.position.x); //this.transform.rotation = Quaternion.Slerp(transform.rotation, eulerRot, Time.deltaTime * 10); //this.transform.Rotate(0f, 0f, -lookJoystick.RotatePlayer() * Time.deltaTime); this.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x, 0, Mathf.Atan2(lookJoystick.joystickImg.rectTransform.anchoredPosition.y, lookJoystick.joystickImg.rectTransform.anchoredPosition.x) * Mathf.Rad2Deg - 90); } else { this.input.Set(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0); this.playerToMouse = this.transform.position - this.playerCamera.ScreenToWorldPoint(Input.mousePosition); this.playerAngle = (Mathf.Atan2(this.playerToMouse.x, this.playerToMouse.y) * -Mathf.Rad2Deg) + 180; this.transform.rotation = Quaternion.Euler(0, 0, this.playerAngle); } if (Input.GetKey("backspace")) { Application.LoadLevel(6); } UIController.current.PlayerHealthBar(playerHealth); }
void Update() { //Initial Movement if (!RoughlyEqual(transform.position.z, playerStartPos.z, 0.5f)) { transform.position = Vector3.Lerp(transform.position, playerStartPos, 0.05f); } else { allowPlayerMovement = true; } //Player Movement if (allowPlayerMovement) { float moveHorizontal = joystick.Horizontal(); rb.velocity = new Vector3(moveHorizontal, 0, 0) * velocity; rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt); rb.position = new Vector3(Mathf.Clamp(rb.position.x, xMin, xMax), transform.position.y, transform.position.z); } //Detect Button Press if (mouseDown) { timeMouseDown += Time.deltaTime; gun.Shoot(); } }
void Update() { if (characterController.isGrounded) { // We are grounded, so recalculate // move direction directly from axes moveDirection = new Vector3(joystick.Horizontal(), 0.0f, joystick.Vertical()); moveDirection *= speed; if (CrossPlatformInputManager.GetButtonDown("Jump")) { moveDirection.y = jumpSpeed; } } // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied // as an acceleration (ms^-2) moveDirection.y -= gravity * Time.deltaTime; // Move the controller characterController.Move(moveDirection * Time.deltaTime); // Turn the camera Turn(); }
private Vector3 MJoystickInput() { Vector3 dir = Vector3.zero; dir.x = Mjoystick.Horizontal(); dir.y = Mjoystick.Vertical(); if (dir.magnitude > 1) { dir.Normalize(); } if (dir.x != 0 && dir.y != 0) { lewySilnik.Emit(1); prawySilnik.Emit(1); float angle = Mathf.Atan2(dir.x, dir.y) * Mathf.Rad2Deg; transform.rotation = Quaternion.Euler(0, 0, -angle); } else { lewySilnik.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); prawySilnik.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); } return(dir); }
void InputMagnitude() { //Calculate the input vectors inputX = joystick.Horizontal(); // Input.GetAxis("Horizontal"); inputZ = joystick.Vertical(); //Input.GetAxis("Vertical"); anim.SetFloat("inputZ", inputZ, 0.0f, Time.deltaTime * 2f); anim.SetFloat("inputX", inputX, 0.0f, Time.deltaTime * 2f); //Calculate the input magnitude speed = new Vector2(inputX, inputZ).sqrMagnitude; //Physically move the player if (speed >= allowPlayerRotation) { anim.SetFloat("inputMagnitude", speed, 0f, Time.deltaTime); if (inputX != 0 && inputZ != 0) { PlayerMoveAndRotation(); } } else if (speed < allowPlayerRotation) { anim.SetFloat("inputMagnitude", speed, 0f, Time.deltaTime); } }
void Update() { if (health <= 0) { return; } if (knightCamera.GetComponent <Camera> ().isActiveAndEnabled) { float translation = joystick.Vertical() * currentSpeed; float straffe = joystick.Horizontal() * currentSpeed; translation *= Time.deltaTime; straffe *= Time.deltaTime; transform.Translate(straffe, 0, translation); if (translation != 0) { animator.SetBool("isWalking", true); animator.SetBool("isIdle", false); } else { animator.SetBool("isWalking", false); animator.SetBool("isIdle", true); } } }
void FixedUpdate() { bool isBtnClick = heroTransform.isCloudTransform; if (isCloud) { lastPosition = transform.position; } if (isBtnClick) { heroTransform.isCloudTransform = false; isBtnClick = false; isCloud = !isCloud; if (!isCloud) { Debug.Log("Cloud Disappear!!!!"); //cloudObject.SetActive (false); //Destroy(cloudObject); GameManager.Instance.Status = "PlayerSnow"; transform.position = outOfScreen; } else { Debug.Log("Cloud re-appear!!!!"); //GameObject cloudObject = GameObject.Find ("CloudBall"); //cloudObject.SetActive (true); GameManager.Instance.Status = "PlayerCloud"; transform.position = playerController.lastPosition; //GameObject.Instantiate(cloudObject,transform.position/* new Vector3(5.6f,12.5f,0f)*/,Quaternion.identity); } } if (!isCloud) { transform.position = outOfScreen; return; } //Store the current horizontal input in the float moveHorizontal. float moveHorizontal = Input.GetAxis("Horizontal") * speedFactor; //Store the current vertical input in the float moveVertical. float moveVertical = Input.GetAxis("Vertical") * speedFactor; movement = new Vector2(moveHorizontal, moveVertical); movement.x = joystick.Horizontal() * speedFactor; movement.y = joystick.Vertical() * speedFactor; float moveMag = movement.magnitude; if (moveMag > MaxSpeed) { movement = movement * MaxSpeed / moveMag; } rb2d.velocity = new Vector2(movement.x, movement.y); }
private void Update() { currentX -= virtualJoystick.Horizontal() * sensitivityX; currentY += virtualJoystick.Vertical() * sensitivityY; currentY = ClampAngle(currentY, Y_ANGLE_MIN, Y_ANGLE_MAX); }
// Update is called once per frame void Update() { Vector3 dir = Vector3.zero; dir.x = joystick.Horizontal(); dir.z = joystick.Vertical(); rotation = Quaternion.Euler(0, this.transform.eulerAngles.y, 0); dir = rotation * dir; if (dir.x != 0 && dir.z != 0) { WalkF_bool = true; //Debug.Log("WTF= ="); this.transform.Translate(dir.normalized * Time.deltaTime * speed, Space.World); qua = Quaternion.LookRotation(dir.normalized); //※ 將Vector3型別轉換四元數型別 this.transform.rotation = Quaternion.Lerp(this.transform.rotation, qua, Time.deltaTime * smoothing); //四元數的插值,實現平滑過渡 MainCamera.GetComponent <Transform>().rotation = Quaternion.Lerp(MainCamera.GetComponent <Transform>().rotation, qua, Time.deltaTime * smoothing); MainCamera.GetComponent <Transform>().eulerAngles = new Vector3(20.0f, MainCamera.GetComponent <Transform>().eulerAngles.y, MainCamera.GetComponent <Transform>().eulerAngles.z); UnityChanPosition = this.GetComponent <Transform>().position; CameraFollowVector = new Vector3(UnityChanPosition.x, 3.2f, UnityChanPosition.z); MainCamera.GetComponent <Transform>().position = CameraFollowVector; MainCamera.GetComponent <Transform>().Translate(Vector3.back * 5); } else { WalkF_bool = false; } UnityChanSelf.SetBool("WalkF_bool", WalkF_bool); // UnityChanSelf.SetBool("WalkB_bool", WalkB_bool); // UnityChanSelf.SetBool("WalkL_bool", WalkL_bool); // UnityChanSelf.SetBool("WalkR_bool", WalkR_bool); }
void Update() { bool walking = true; float x = joystick.Horizontal(); float y = joystick.Vertical(); Vector3 movement = new Vector3(x, 0, y); rb.velocity = movement * speed; if (x != 0 || y != 0) { if (!spiderAudio.isPlaying) { spiderAudio.Play(); } anim.SetBool("walking", walking); } else { if (spiderAudio.isPlaying) { spiderAudio.Stop(); } walking = false; anim.SetBool("walking", walking); } }
} //move private Vector3 GetInput() { Vector3 direction = Vector3.zero; direction.x = joystick.Horizontal(); direction.y = joystick.Vertical(); return(direction); } //getInput
void Update() { scoreText.text = ""; int diff = 10 - score.ToString().Length; for (int a = 0; a < diff; ++a) { scoreText.text += "0"; } scoreText.text += score.ToString(); if (!Pause.pauseEnabled) { //Update Movement if (movementJoystick.Horizontal() != 0 && movementJoystick.Vertical() != 0) { movementUpdate(); } else { AnimationIdleUpdate(); } //Update Velocity velocityUpdate(); //Update Health UpdateHealth(); //Update Shooting if (shootingJoystick.Horizontal() != 0 && shootingJoystick.Vertical() != 0) { //GameObject newBullet = Instantiate(bulletPrefab) as GameObject; if (currentTiming < shootingRate) { currentTiming += Time.deltaTime; } else { Weapon.ammoCount -= 1; shootingUpdate(); currentTiming = 0.0f; } } } }
private void Update() { dir.x = moveJoystick.Horizontal(); dir.z = moveJoystick.Vertical(); if (dir.magnitude > 0) { wasMoving = true; } }
// Input Check void GetInput() { forwardInput = joystick.Vertical(); turnInput = joystick.Horizontal(); jumpInput = Input.GetAxisRaw("Jump"); m_anim.SetFloat("VelX", forwardInput); m_anim.SetFloat("VelY", turnInput); }
void FixedUpdate() { float moveHorizontal = joystick.Horizontal(); //Input.GetAxis("Horizontal"); float moveVertical = joystick.Vertical(); //Input.GetAxis("Vertical"); Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical); rb.AddForce(movement * speed); }