private Vector2 GetInput() { Vector2 input = new Vector2 { x = XCI.GetAxis(XboxAxis.LeftStickX), y = XCI.GetAxis(XboxAxis.LeftStickY) }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input = new Vector2 { x = Input.GetAxisRaw("Horizontal"), y = Input.GetAxisRaw("Vertical") }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input = new Vector2 { x = heroInput.GetKey(KeyCode.A) && canMove ? -1 : (heroInput.GetKey(KeyCode.D) && canMove ? 1 : 0), y = heroInput.GetKey(KeyCode.S) && canMove ? -1 : (heroInput.GetKey(KeyCode.W) && canMove ? 1 : 0) }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input = new Vector2 { x = RunAxis.x, y = RunAxis.y }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input = new Vector2 { x = movementHorizontal /*Input.GetAxis("Horizontal")*/, y = movementVertical/*Input.GetAxis("Vertical")*/ }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input = new Vector2 { //x = CrossPlatformInputManager.GetAxis("Horizontal"), //y = CrossPlatformInputManager.GetAxis("Vertical") x = Input.GetAxis("Horizontal"), //Michael Melatti comment out and make my own input. y = Input.GetAxis("Vertical") }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { if (GameManager.Instance.IsPlaying && !GameManager.Instance.IsPaused) { Vector2 input = new Vector2 { x = Input.GetAxis("Horizontal"), y = Input.GetAxis("Vertical") }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); } return(Vector2.zero); }
private Vector2 GetInput() { // Disable strafing Vector2 input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") }; if (movementSettings.UseKeysForRotation) { input.x = 0; } movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Mouse X"), y = CrossPlatformInputManager.GetAxis("Mouse Y") }; // if(input.x > 0f) // { // input.x = 0f; // } movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input; if (advancedSettings.StrikeMouvement) { input = Vector2.zero; } else { input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") }; movementSettings.UpdateDesiredTargetSpeed(input); } return(input); }
private Vector2 GetInput() { Vector2 input = new Vector2 { #if UNITY_ANDROID x = dirX, y = dirY #endif #if UNITY_STANDALONE_WIN x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") #endif }; //dirX = 0; //dirY = 0; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { float tempX; float tempY; if (Input.GetKey(currentInput[0])) { tempY = 1; } else if (Input.GetKey(currentInput[2])) { tempY = -1; } else { tempY = 0; } if (Input.GetKey(currentInput[1])) { tempX = -1; } else if (Input.GetKey(currentInput[3])) { tempX = 1; } else { tempX = 0; } Vector2 input = new Vector2 { x = tempX, y = tempY //x = CrossPlatformInputManager.GetAxis("Horizontal"), //y = CrossPlatformInputManager.GetAxis("Vertical") }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input; if (!PlayerScript.beStill && !PlayerScript.inBoat) { input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") }; } else { input = new Vector2(0, 0); } movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { if (!allowMovement) { return(Vector2.zero); } Vector2 input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") }; if (Input.GetMouseButton(1)) { input.y = 1; } movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input; // Sabotaged to make auto-run if (movementSettings.isAutoRun) { input = Vector2.up; } else { input = Vector2.zero; // input = new Vector2 // { // x = CrossPlatformInputManager.GetAxis ("Horizontal"), // y = CrossPlatformInputManager.GetAxis ("Vertical") // }; } movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input; if (name == "Player1") { input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") }; } else { input = new Vector2 { x = CrossPlatformInputManager.GetAxis("HorizontalJoy"), y = CrossPlatformInputManager.GetAxis("VerticalJoy") }; } movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { if (hfConfig.controllerInput.GetSensorValue(hfConfig.moveForward) > 800) { verticalInputValue = 1f; } else if (hfConfig.controllerInput.GetSensorValue(hfConfig.moveBackward) > 800) { verticalInputValue = -1f; } else { verticalInputValue = 0f; } if (hfConfig.controllerInput.GetSensorValue(hfConfig.moveLeft) > 800) { horizontalInputValue = -1f; } else if (hfConfig.controllerInput.GetSensorValue(hfConfig.moveRight) > 800) { horizontalInputValue = 1f; } else { horizontalInputValue = 0f; } Vector2 input = new Vector2 { x = horizontalInputValue, y = verticalInputValue }; movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { Vector2 input = new Vector2(0, 0); if (this.gameObject.tag == "Player") { input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal1"), y = CrossPlatformInputManager.GetAxis("Vertical1") }; } else if (this.gameObject.tag == "Player 2") { input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal2"), y = CrossPlatformInputManager.GetAxis("Vertical2") }; } movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
private Vector2 GetInput() { //if (currentPlatform == RuntimePlatform.WindowsEditor || currentPlatform == RuntimePlatform.WindowsPlayer) //{ Vector2 input = new Vector2 { x = CrossPlatformInputManager.GetAxisRaw("Horizontal"), y = CrossPlatformInputManager.GetAxisRaw("Vertical") }; //} //else //{ // Vector2 input = new Vector2 // { // x = RunAxis.x, // y = RunAxis.y // }; //} movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
void FixedUpdate() { StateCheck(); if (m_PreviousState == State.Airborne && m_State != State.Airborne) { m_Jumping = false; audioSettings.playerAudio.PlayLand(); } if (m_PreviousState == State.OnWall && m_State != State.OnWall) { timeTillCanReattachToWall = advancedSettings.wallReattachmentTimeout; } Vector2 input = GetInput(); movementSettings.UpdateDesiredTargetSpeed(input); // Handle movement if (IsNonZero(input)) { // Always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = cameraTransform.forward * input.y + cameraTransform.right * input.x; if (m_State == State.Grounded) { desiredMove = Vector3.ProjectOnPlane(desiredMove, m_SurfaceContactNormal).normalized; desiredMove *= movementSettings.currentTargetSpeed; // TODO this speed limiting thing should be in other states as well (to some degree) float targetSpeed = movementSettings.currentTargetSpeed; if (m_RigidBody.velocity.sqrMagnitude < targetSpeed * targetSpeed) { m_RigidBody.AddForce(desiredMove * SlopeMultiplier(), ForceMode.Impulse); } } else if (m_State == State.OnWall) { if (!m_Jump) { desiredMove = Vector3.ProjectOnPlane(desiredMove, Vector3.up).normalized; desiredMove *= movementSettings.currentTargetSpeed; m_RigidBody.AddForce(desiredMove, ForceMode.Impulse); } m_RigidBody.AddForce(-Physics.gravity, ForceMode.Acceleration); } else if (m_State == State.Airborne && advancedSettings.airControl) { desiredMove = Vector3.ProjectOnPlane(desiredMove, Vector3.up).normalized; desiredMove *= movementSettings.forwardSpeed * advancedSettings.airControlMultiplier; m_RigidBody.AddForce(desiredMove, ForceMode.Impulse); } } // Handle jumps if (m_State == State.Grounded) { m_RigidBody.drag = advancedSettings.onSurfaceRigidbodyDrag; if (m_Jump) { m_RigidBody.drag = m_defaultDrag; m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); m_RigidBody.AddForce(new Vector3(0f, movementSettings.jumpForce, 0f), ForceMode.Impulse); m_Jumping = true; audioSettings.playerAudio.PlayJump(); } if (!m_Jumping && IsZero(input) && m_RigidBody.velocity.magnitude < 1f) { m_RigidBody.Sleep(); } } else if (m_State == State.OnWall) { m_RigidBody.drag = advancedSettings.onSurfaceRigidbodyDrag; Vector3 awayFromWall = m_SurfaceContactNormal; Vector3 desiredMove = cameraTransform.forward * input.y + cameraTransform.right * input.x; desiredMove = Vector3.ProjectOnPlane(desiredMove, Vector3.up); if (m_Jump) { m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); Vector3 force = ( Vector3.up * movementSettings.wallJumpUpwardsModifier + desiredMove.normalized * movementSettings.wallJumpSidewaysModifier ) * movementSettings.jumpForce; force += awayFromWall * movementSettings.wallJumpDefaultAwayFromWallForce; float awayFromWallComponent = Vector3.Dot(force, awayFromWall); if (awayFromWallComponent < movementSettings.wallJumpMinAwayFromWallForce) { force += awayFromWall * (-awayFromWallComponent + movementSettings.wallJumpMinAwayFromWallForce); } m_RigidBody.drag = m_defaultDrag; m_RigidBody.AddForce(force, ForceMode.Impulse); m_Jumping = true; timeTillCanReattachToWall = advancedSettings.wallReattachmentTimeout; audioSettings.playerAudio.PlayJump(); } else { bool wantsToFallOffWall = IsNonZero(desiredMove) && Vector3.Angle(awayFromWall, desiredMove) < maxAwayFromWallInputAngle; if (wantsToFallOffWall) { wantedToFallOffWallTime += Time.fixedDeltaTime; } else { wantedToFallOffWallTime = 0f; } if (wantsToFallOffWall && wantedToFallOffWallTime >= movementSettings.timeToFallOffWall) { wantedToFallOffWallTime = 0f; timeTillCanReattachToWall = advancedSettings.wallReattachmentTimeout; } else { StickToWallHelper(); } } } else if (m_State == State.Airborne) { m_RigidBody.drag = m_defaultDrag; if (!m_Jumping) { if (m_PreviousState == State.Grounded) { StickToGroundHelper(); } } } if (!isAirborne && IsNonZero(velocity) && IsNonZero(input)) { ProgressStepCycle(); } if (timeTillCanReattachToWall >= 0f) { timeTillCanReattachToWall -= Time.fixedDeltaTime; } m_Jump = false; }
public Vector2 GetInput(Vector2 input) { movementSettings.UpdateDesiredTargetSpeed(input); return(input); }
//////////////////////////////////////// private void FixedUpdate() { GroundCheck(); // int moveHorizontal = 0; // Debug.Log(myo.transform.up.z); myoLeft = myo.transform.right.y; myoUp = myo.transform.up.z; // Horisontal control left/right if (myoLeft <= 0.15 && myoLeft >= -0.15) { moveLeftRight = 0; // Debug.Log(moveLeftRight); } if (myoLeft >= 0.15) { moveLeftRight = -1; // Debug.Log(moveLeftRight); } if (myoLeft <= -0.15) { moveLeftRight = 1; // Debug.Log(moveLeftRight); } Debug.Log(myoUp); // Horisontal control front/back if (myoUp <= 0.15 && myoUp >= -0.15) { moveFrontBack = 0; // Debug.Log(moveFrontBack); } if (myoUp >= 0.15) { moveFrontBack = 1; // Debug.Log(moveFrontBack); } if (myoUp <= -0.15) { moveFrontBack = -1; // Debug.Log(moveFrontBack); } Vector2 input = new Vector3(moveLeftRight, moveFrontBack); // Vector2 input2 = GetInput (); //Vector2 input = new Vector3 (myo.transform.right.x, myo.transform.up.z); movementSettings.UpdateDesiredTargetSpeed(input); if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded)) { // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = cam.transform.forward * input.y + cam.transform.right * input.x; desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; desiredMove.x = desiredMove.x * movementSettings.CurrentTargetSpeed; desiredMove.z = desiredMove.z * movementSettings.CurrentTargetSpeed; desiredMove.y = desiredMove.y * movementSettings.CurrentTargetSpeed; if (m_RigidBody.velocity.sqrMagnitude < (movementSettings.CurrentTargetSpeed * movementSettings.CurrentTargetSpeed)) { m_RigidBody.AddForce(desiredMove * SlopeMultiplier(), ForceMode.Impulse); } } if (m_IsGrounded) { m_RigidBody.drag = 5f; if (m_Jump) { m_RigidBody.drag = 0f; m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse); m_Jumping = true; } if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f) { m_RigidBody.Sleep(); } } else { m_RigidBody.drag = 0f; if (m_PreviouslyGrounded && !m_Jumping) { StickToGroundHelper(); } } m_Jump = false; }
private Vector2 GetInput() { Vector2 input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal1" + p_Num), y = CrossPlatformInputManager.GetAxis("Vertical1" + p_Num) }; var cameraForward = Vector3.Scale(cameraTransform.forward, new Vector3(1, 0, 1)).normalized; if (Input.GetButton("Crouch" + p_Num) && !m_Jumping) { Crouching = true; if (HeightM > m_HeightM / 2) { HeightM = Mathf.SmoothDamp(HeightM, HeightM / 2, ref yVelocity, 0.1f); } } else { Crouching = false; if (HeightM < m_HeightM) { HeightM = Mathf.SmoothDamp(HeightM, m_HeightM, ref yVelocity, 0.1f); } } ///////////////////4月27日 段差/////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (input.x != 0 || input.y != 0) { Vector3 direction = cameraTransform.right * input.x + cameraForward * input.y; //登れる段差を表示 Debug.DrawLine(transform.position + new Vector3(0f, stepOffset, 0f), transform.position + new Vector3(0f, stepOffset, 0f) + direction * slopeDistance, Color.green); Debug.DrawLine(stepRay.position, stepRay.position + direction * stepDistance, Color.blue, 0.1f, false); //ステップ用のレイが地面に接触しているか if (Physics.Linecast(stepRay.position, stepRay.position + direction * stepDistance, out stepHit, LayerMask.GetMask("Field", "Block")) && (Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon)) { Debug.DrawLine(stepRay.position, stepRay.position + direction * stepDistance, Color.blue, 0.1f, false); // 進行方向の地面の角度が指定以下、または登れる段差より下だった場合の移動 if (Vector3.Angle(transform.up, stepHit.normal) <= slopeLimit || (Vector3.Angle(transform.up, stepHit.normal) > slopeLimit && !Physics.Linecast(transform.position + new Vector3(0f, stepOffset, 0f), transform.position + new Vector3(0f, stepOffset, 0f) + direction * slopeDistance, LayerMask.GetMask("Field", "Block"))) ) { m_RigidBody.velocity = new Vector3(0f, ((Quaternion.FromToRotation(Vector3.up, stepHit.normal) * direction) * 2f).y, 0f) + direction * movementSettings.CurrentTargetSpeed; //上と進行方向に力を加える // Debug.Log(Vector3.Angle(transform.up, stepHit.normal)); } else { } //ステップ用のレイが地面に接していなければ } else { } } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// movementSettings.UpdateDesiredTargetSpeed(input); return(input); }