private void GetInput(out float speed) { // Read input float horizontal = BGCrossPlatformInputManager.GetAxis("Horizontal"); float vertical = BGCrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } // handle speed change to give an fov kick // only if the player is going to a run, is running and the fovkick is to be used if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } }
public void LookRotation(Transform character, Transform camera) { float yRot = BGCrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity; float xRot = BGCrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity; m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f); m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f); if (clampVerticalRotation) { m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot); } if (smooth) { character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot, smoothTime * Time.deltaTime); camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot, smoothTime * Time.deltaTime); } else { character.localRotation = m_CharacterTargetRot; camera.localRotation = m_CameraTargetRot; } UpdateCursorLock(); }
void CreateVirtualAxes() { // set axes to use m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (m_UseX) { m_HorizontalVirtualAxis = new BGCrossPlatformInputManager.VirtualAxis(horizontalAxisName); BGCrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); } if (m_UseY) { m_VerticalVirtualAxis = new BGCrossPlatformInputManager.VirtualAxis(verticalAxisName); BGCrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); } }
// Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = BGCrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; }
private void AddAxes(string name) { // we have not registered this button yet so add it, happens in the constructor BGCrossPlatformInputManager.RegisterVirtualAxis(new BGCrossPlatformInputManager.VirtualAxis(name)); }