void Update() { direction = new Vector2(playerInput.Vertical, playerInput.Horizontal); MoveControl3.Move(direction, playerInput.Jumped); mouseInput.x = Mathf.Lerp(mouseInput.x, playerInput.MouseInput.x, 1f / MouseControl.Damping.x); mouseInput.y = Mathf.Lerp(mouseInput.y, playerInput.MouseInput.y, 1f / MouseControl.Damping.y); transform.Rotate(Vector3.up * mouseInput.x * MouseControl.Sensitivity.x); currCharacter.specialMovement.TakeInput(); Crosshair.LookHeight(mouseInput.y * MouseControl.Sensitivity.y); if (playerInput.Fire1) { currCharacter.pulseBlastShooter.Fire(); } if (playerInput.ActivatableItem) { CharacterInventory.switchCharacter(0); } if (playerInput.CharacterInventoryOpen) { CharacterInventory.ShowInventory(); } if (playerInput.TestButton) { CharacterInventory.switchCharacter(1); } }
/** * 视角控制 * */ private void LookAround() { mouseInput.x = Mathf.Lerp(mouseInput.x, playerInput.MouseInput.x, 1f / MouseControl.Damping.x); mouseInput.y = Mathf.Lerp(mouseInput.y, playerInput.MouseInput.y, 1f / MouseControl.Damping.y); transform.Rotate(Vector3.up * mouseInput.x * MouseControl.Sensitivity.x); var crosshair = GetComponentInChildren <Crosshair>(); Crosshair.LookHeight(mouseInput.y * MouseControl.Sensitivity.y); }
void LookAround() { // player rotation using mouseInput mouseInput.x = Mathf.Lerp(mouseInput.x, playerInput.MouseInput.x, 1f / mouseControl.damping.x); mouseInput.y = Mathf.Lerp(mouseInput.y, playerInput.MouseInput.y, 1f / mouseControl.damping.y); transform.Rotate(Vector3.up * mouseInput.x * mouseControl.sensitivity.x); Crosshair.LookHeight(mouseInput.y * mouseControl.sensitivity.y); playerAim.SetRotation(mouseInput.y * mouseControl.sensitivity.y); }
void Update() { Vector2 direction = new Vector2(playerInput.Vertical * speed, playerInput.Horizontal * speed); PlayerMovement.Move(direction); mouseInput.x = Mathf.Lerp(mouseInput.x, playerInput.MouseInput.x, 1f / MouseControl.Damping.x); mouseInput.y = Mathf.Lerp(mouseInput.y, playerInput.MouseInput.y, 1f / MouseControl.Damping.y); transform.Rotate(Vector3.up * mouseInput.x * MouseControl.Sensitivity.x); Crosshair.LookHeight(mouseInput.y * MouseControl.Sensitivity.y); PlayerShoot.Shoot(GameManager.Instance.InputController.Fire1); PlayerHealth.CheckDamage(); }