// Update is called once per frame void Update() { gameTime += Time.deltaTime; UpdateChargingAnimation(); if (selectedPiece != null) { pieceControlCheck = selectedPiece.GetComponent <PieceController>(); } if (cameraRotateActive && pieceControlCheck.turnEnded) { rotationTime -= Time.deltaTime; cameraRotator.Rotate(); if (rotationTime <= 0.0f) { cameraRotator.HandleOffset(rotationTime); rotationTime = 1.5f; cameraRotateActive = false; pieceControlCheck.turnEnded = false; } } if ((Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape)) && selectedPiece != null) { DeselectPiece(selectedPiece.GetComponent <BasePiece>()); } }
void Update() { if (cameraRotator.isRotating) { return; } if (Input.GetKeyDown(KeyCode.Return)) { ChooseOption(); return; } float rotateDirection = -Input.GetAxis("Horizontal"); if (rotateDirection != 0f) { if (rotateDirection > 0f) // Anticlockwise rotation { rotateDirection = 1f; menuOption += 3; menuOption %= 4; } else // Clockwise rotation { rotateDirection = -1f; menuOption++; menuOption %= 4; } cameraRotator.isRotating = true; IEnumerator coroutine = cameraRotator.Rotate(rotateDirection); StartCoroutine(coroutine); } }
void Update() { /* * Vector3 accel = Input.acceleration - startPosition; * * if(accel.magnitude > sensityvity) * { * Vector3 direction = accel.normalized; * //direction = direction.normalized; * * camRot.xRotation -= direction.z * rotSpeed * Time.deltaTime; * camRot.yRotation += direction.x * rotSpeed * Time.deltaTime; * } */ // Quaternion angle = Quaternion.Euler(Input.acceleration); Vector3 input = Input.acceleration; //textField.text = input.ToString(); input -= startPosition; // textField.text += ", to " + input + ", angle " + Vector3.Angle(input, startPosition); if (input.y > sensityvity) { camRot.Rotate(rotSpeed, 0); //camRot.xRotation += rotSpeed * Time.deltaTime; } else if (input.y < -sensityvity) { camRot.Rotate(-rotSpeed, 0); } if (input.x > sensityvity) { camRot.Rotate(0, -rotSpeed); } else if (input.x < -sensityvity) { camRot.Rotate(0, rotSpeed); } }