void Update() { // If the wheel is released, reset the rotation // to initial (zero) rotation by wheelReleasedSpeed degrees per second if (!wheelBeingHeld && !Mathf.Approximately(0f, wheelAngle)) { float deltaAngle = wheelReleasedSpeed * Time.deltaTime; if (Mathf.Abs(deltaAngle) > Mathf.Abs(wheelAngle)) { wheelAngle = 0f; } else if (wheelAngle > 0f) { wheelAngle -= deltaAngle; } else { wheelAngle += deltaAngle; } } // Rotate the wheel image rectT.localEulerAngles = Vector3.back * wheelAngle; float axisValue = GetClampedValue(); m_SteerAxis.Update(axisValue); }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } }
private void Update() { float angle = 0; if (Input.acceleration != Vector3.zero) { switch (TiltAroundAxis) { case AxisOptions.ForwardAxis: angle = Mathf.Atan2(Input.acceleration.x, -Input.acceleration.y) * Mathf.Rad2Deg + CentreAngleOffset; break; case AxisOptions.SidewaysAxis: angle = Mathf.Atan2(Input.acceleration.z, -Input.acceleration.y) * Mathf.Rad2Deg + CentreAngleOffset; break; default: throw new ArgumentOutOfRangeException(); } } var axisValue = Mathf.InverseLerp(-FullTiltAngle, FullTiltAngle, angle) * 2 - 1; switch (Mapping.Type) { case AxisMapping.MappingType.NamedAxis: _mSteerAxis.Update(axisValue); break; case AxisMapping.MappingType.MousePositionX: CrossPlatformInputManager.SetVirtualMousePositionX(axisValue * Screen.width); break; case AxisMapping.MappingType.MousePositionY: CrossPlatformInputManager.SetVirtualMousePositionY(axisValue * Screen.width); break; case AxisMapping.MappingType.MousePositionZ: CrossPlatformInputManager.SetVirtualMousePositionZ(axisValue * Screen.width); break; default: throw new ArgumentOutOfRangeException(); } }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } NetworkClientUI.SendControllerInfo(-delta.x, delta.y); }
void UpdateVirtualAxes(Vector2 value) { var delta = origin - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); //Debug.Log("Value: " + value + ", Start: " + origin); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } }
void UpdateVirtualAxes(Vector3 value) // this is man made //this is called on drag and on pointer down { var delta = m_StartPos - value; // almost like fps but for position delta.y = -delta.y; // invert y, same as mouse scroll delta /= MovementRange; // dont fully understand this logic if (m_UseX) // see now these bools become so cool, if is both directions or x { m_lookHorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) // if is both or just y, if both then we done got the x { m_lookVerticalVirtualAxis.Update(delta.y); } } // that is literally all this class does
void UpdateVirtualAxes(Vector3 value) { Debug.Log("Go in x direction" + value.x); Debug.Log("Go in y direction" + value.y); var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } NetworkClientManager.instance.SendJoystickInfo(-delta.x, delta.y); }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); controls.MoveHorizontal(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); controls.MoveVertical(delta.y); } controls.RotateWeapon(-delta.x, delta.y); }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } //Manda el mensaje al cliente NetworkClientUI.SendJoystickInfo(-delta.x, delta.y); }
void UpdateVirtualAxes(Vector3 value) { value = value.normalized; if (m_UseX) { m_HorizontalVirtualAxis.Update(value.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(value.y); } }
void UpdateVirtualAxes(Vector3 value) { var delta = value - m_StartPos; if (delta.magnitude != 0) { delta /= delta.magnitude; } if (m_UseX) { m_HorizontalVirtualAxis.Update(delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } }
private void Update() { print(Input.acceleration); float angle = 0; if (Input.acceleration != Vector3.zero) { switch (tiltAroundAxis) { case AxisOptions.ForwardAxis: angle = Mathf.Atan2(Input.acceleration.x, -Input.acceleration.y) * Mathf.Rad2Deg + centreAngleOffset; break; case AxisOptions.SidewaysAxis: angle = Mathf.Atan2(Input.acceleration.z, -Input.acceleration.y) * Mathf.Rad2Deg + centreAngleOffset; break; } } float axisValue = Mathf.InverseLerp(-fullTiltAngle, fullTiltAngle, angle) * 2 - 1; switch (mapping.type) { case AxisMapping.MappingType.NamedAxis: m_SteerAxis.Update(axisValue); break; case AxisMapping.MappingType.MousePositionX: CrossPlatformInputManager.SetVirtualMousePositionX(axisValue * Screen.width); break; case AxisMapping.MappingType.MousePositionY: CrossPlatformInputManager.SetVirtualMousePositionY(axisValue * Screen.width); break; case AxisMapping.MappingType.MousePositionZ: CrossPlatformInputManager.SetVirtualMousePositionZ(axisValue * Screen.width); break; } }
void UpdateVirtualAxes(Vector3 value, Vector3 start_pos) { var delta = start_pos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } //NetworkClientUI.SendJoystickInfo(-delta.x, delta.y); // Debug.Log("delta|"+(-delta.x)+","+ delta.y); MyClient.SendJoystickInfo(-delta.x, delta.y); }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (Mathf.Abs(delta.x) < 0.4f) { delta.x /= 2f; } if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } //if (m_UseY) //{ // m_VerticalVirtualAxis.Update(delta.y); //} }
void UpdateVirtualAxes(Vector3 value) { if (Math.Abs(value.x) < 4 && Math.Abs(value.y) < 4) { value = Vector3.zero; } #if UNITY_EDITOR value = value * 0.1f; #else value = value.normalized; #endif if (m_UseX) { m_HorizontalVirtualAxis.Update(value.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(value.y); } }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } float Angle = Mathf.Rad2Deg * Mathf.Atan2(delta.y, -delta.x); if (delta.magnitude > 0.1f) { indicator.rotation = Quaternion.Euler(0, 0, Angle); } }
void UpdateVirtualAxes(Vector3 value) { if (normalize) { value = value.normalized; } else { value.x *= xMulti; value.y *= yMulti; } if (m_UseX) { m_HorizontalVirtualAxis.Update(value.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(value.y); } }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { var xInput = -delta.x; // Remove some of the finicky turn input. if (xInput < xMoveDeadzone && xInput > -xMoveDeadzone) { xInput = 0; } m_HorizontalVirtualAxis.Update(xInput); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } }
void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; //Debug.Log ("delta: " + delta.x.ToString() + " " + delta.y.ToString() + " " + delta.z.ToString()); if (m_UseX) { //if (isPlayer1 == -1) m_HorizontalVirtualAxis.Update(-delta.x * 5); //else if (isPlayer1 == 1) // m_HorizontalVirtualAxis.Update (delta.x); //else { // Debug.LogError ("Invalid isPlayer1 value"); //} } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y * 5); } /*var delta1 = n_StartPos - value; * delta1.y = -delta1.y; * delta1 /= MovementRange; * if (n_UseX) * { * n_HorizontalVirtualAxis.Update(-delta1.x); * } * * if (n_UseY) * { * n_VerticalVirtualAxis.Update(delta1.y); * }*/ }
void UpdateVirtualAxes(Vector3 value) { m_HorizontalVirtualAxis.Update(value.x); m_VerticalVirtualAxis.Update(value.y); }
void UpdateVirtualAxes(Vector2 value) { virtualAxisHorizontal.Update(value.x); virtualAxisVertical.Update(value.y); }
/** * Update the virtual axes for the joystick. */ void UpdateVirtualAxes(Vector3 value) { value = value.normalized; horizontalVirtualAxis.Update(value.x); verticalVirtualAxis.Update(value.y); }
public void OnPointerDown(PointerEventData data) { // update the axis and record that the button has been pressed this frame m_Axis.Update(1); }