void localAxis(InputTouch touch) { if (dpadMode == EasyInputConstants.DPAD_MODE.RegisterAlways || isClicking == false) { //check to see if we've exceeded the deadzone if (Mathf.Sqrt(Mathf.Pow(touch.currentTouchPosition.x, 2) + Mathf.Pow(touch.currentTouchPosition.y, 2)) > deadZone) { horizontal = touch.currentTouchPosition.x * sensitivity * Time.deltaTime * 10f; vertical = touch.currentTouchPosition.y * sensitivity * Time.deltaTime * 10f; } else { horizontal = 0f; vertical = 0f; } actionVector3 = EasyInputUtilities.getControllerVector3(horizontal, vertical, EasyInputConstants.AXIS.XAxis, EasyInputConstants.AXIS.ZAxis); previousPos = transform.position; transform.Translate(actionVector3, lookObject.transform); //we want the x and z from the translate but not the y if we are looking up/down previousPos.x = transform.position.x; previousPos.z = transform.position.z; transform.position = previousPos; } }
void localAxis(ControllerAxis axis) { horizontal = axis.axisValue.x * sensitivity * Time.deltaTime * 100f; vertical = axis.axisValue.y * sensitivity * Time.deltaTime * 100f; actionVector3 = EasyInputUtilities.getControllerVector3(horizontal, vertical, axisHorizontal, axisVertical); switch (action) { case EasyInputConstants.ACTION_TYPE.Position: transform.position += actionVector3; break; case EasyInputConstants.ACTION_TYPE.Rotation: transform.Rotate(actionVector3, Space.World); break; case EasyInputConstants.ACTION_TYPE.LocalPosition: transform.Translate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalRotation: transform.Rotate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalScale: transform.localScale += actionVector3; break; default: Debug.Log("Invalid Action"); break; } }
void localAxis(InputTouch touch) { if (blockInput) { return; } if (dpadMode == EasyInputConstants.DPAD_MODE.RegisterAlways || isClicking == false) { //check to see if we've exceeded the deadzone if (Mathf.Sqrt(Mathf.Pow(touch.currentTouchPosition.x, 2) + Mathf.Pow(touch.currentTouchPosition.y, 2)) > deadZone) { horizontal = touch.currentTouchPosition.x * sensitivity * Time.deltaTime * 10f; vertical = touch.currentTouchPosition.y * sensitivity * Time.deltaTime * 10f; } else { horizontal = 0f; vertical = 0f; } actionVector3 = EasyInputUtilities.getControllerVector3(horizontal, vertical, axisHorizontal, axisVertical); switch (action) { case EasyInputConstants.ACTION_TYPE.Position: transform.position += actionVector3; break; case EasyInputConstants.ACTION_TYPE.Rotation: transform.Rotate(actionVector3, Space.World); break; case EasyInputConstants.ACTION_TYPE.LocalPosition: transform.Translate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalRotation: transform.Rotate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalScale: transform.localScale += actionVector3; break; default: Debug.Log("Invalid Action"); break; } } }
void localAxis(InputTouch touch) { //first check to see if this is the first frame if (lastFrameTouch == EasyInputConstants.NOT_TOUCHING) { lastFrameTouch = touch.currentTouchPosition; return; } if (blockInput) { return; } //otherwise is a continuation horizontal = (touch.currentTouchPosition.x - lastFrameTouch.x) * sensitivity * Time.deltaTime * 100f; vertical = (touch.currentTouchPosition.y - lastFrameTouch.y) * sensitivity * Time.deltaTime * 100f; actionVector3 = EasyInputUtilities.getControllerVector3(horizontal, vertical, axisHorizontal, axisVertical); switch (action) { case EasyInputConstants.ACTION_TYPE.Position: transform.position += actionVector3; break; case EasyInputConstants.ACTION_TYPE.Rotation: transform.Rotate(actionVector3, Space.World); break; case EasyInputConstants.ACTION_TYPE.LocalPosition: transform.Translate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalRotation: transform.Rotate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalScale: transform.localScale += actionVector3; break; default: Debug.Log("Invalid Action"); break; } lastFrameTouch = touch.currentTouchPosition; }
void localMotion(EasyInputVR.Core.Motion motion) { //accelerometers due to gravity can really only sense 2 axis (can't filter out gravity) //here we convert those 2 axis into horizontal and vertical and normalize horizontal = motion.currentOrientationEuler.z; vertical = motion.currentOrientationEuler.x; //get into a -180 to 180 range horizontal = (horizontal > 180f) ? (horizontal - 360f) : horizontal; vertical = (vertical > 180f) ? (vertical - 360f) : vertical; horizontal = horizontal / normalizeDegrees; vertical = vertical / normalizeDegrees; horizontal *= -sensitivity * Time.deltaTime * 100f; vertical *= -sensitivity * Time.deltaTime * 100f; actionVector3 = EasyInputUtilities.getControllerVector3(horizontal, vertical, tiltHorizontal, tiltVertical); switch (action) { case EasyInputConstants.ACTION_TYPE.Position: transform.position += actionVector3; break; case EasyInputConstants.ACTION_TYPE.Rotation: transform.Rotate(actionVector3, Space.World); break; case EasyInputConstants.ACTION_TYPE.LocalPosition: transform.Translate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalRotation: transform.Rotate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalScale: transform.localScale += actionVector3; break; default: Debug.Log("Invalid Action"); break; } }
void localAccelerometer(Vector3 accel) { //accelerometers due to gravity can really only sense 2 axis (can't filter out gravity) //here we convert those 2 axis into horizontal and vertical and normalize horizontal = EasyInputUtilities.relativeAngleInAxis(Vector3.up, -accel, Vector3.forward) / normalizeDegrees; vertical = EasyInputUtilities.relativeAngleInAxis(Vector3.up, -accel, Vector3.right) / normalizeDegrees; horizontal *= -sensitivity * Time.deltaTime * 100f; vertical *= -sensitivity * Time.deltaTime * 100f; actionVector3 = EasyInputUtilities.getControllerVector3(horizontal, vertical, tiltHorizontal, tiltVertical); switch (action) { case EasyInputConstants.ACTION_TYPE.Position: transform.position += actionVector3; break; case EasyInputConstants.ACTION_TYPE.Rotation: transform.Rotate(actionVector3, Space.World); break; case EasyInputConstants.ACTION_TYPE.LocalPosition: transform.Translate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalRotation: transform.Rotate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalScale: transform.localScale += actionVector3; break; default: Debug.Log("Invalid Action"); break; } }
void localAxis(ControllerAxis axis) { //first thing check if it's the right player otherwise do nothing if (axis.player == player || player == EasyInputConstants.PLAYER_NUMBER.Any) { horizontal = axis.axisValue.x * sensitivity * Time.deltaTime * 100f; vertical = axis.axisValue.y * sensitivity * Time.deltaTime * 100f; actionVector3 = EasyInputUtilities.getControllerVector3(horizontal, vertical, axisHorizontal, axisVertical); switch (action) { case EasyInputConstants.ACTION_TYPE.Position: transform.position += actionVector3; break; case EasyInputConstants.ACTION_TYPE.Rotation: transform.Rotate(actionVector3, Space.World); break; case EasyInputConstants.ACTION_TYPE.LocalPosition: transform.Translate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalRotation: transform.Rotate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalScale: transform.localScale += actionVector3; break; default: Debug.Log("Invalid Action"); break; } } }
void localAxis(InputTouch touch) { //check to see if we want to effect anything if (preventControl) { return; } //first check to see if this is the first frame if (lastFrameTouch == EasyInputConstants.NOT_TOUCHING) { lastFrameTouch = touch.currentTouchPosition; return; } //otherwise is a continuation horizontal = (touch.currentTouchPosition.x - lastFrameTouch.x) * sensitivity * Time.deltaTime * 100f; vertical = (touch.currentTouchPosition.y - lastFrameTouch.y) * sensitivity * Time.deltaTime * 100f; actionVector3 = EasyInputUtilities.getControllerVector3(horizontal, vertical, axisHorizontal, axisVertical); switch (action) { case EasyInputConstants.ACTION_TYPE.Position: transform.position += actionVector3; break; case EasyInputConstants.ACTION_TYPE.Rotation: transform.Rotate(actionVector3, Space.World); break; case EasyInputConstants.ACTION_TYPE.LocalPosition: transform.Translate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalRotation: transform.Rotate(actionVector3); break; case EasyInputConstants.ACTION_TYPE.LocalScale: transform.localScale += actionVector3; break; default: Debug.Log("Invalid Action"); break; } //bowling ball lane range temp = transform.position; if (transform.position.x > laneRange) { temp.x = laneRange; } else if (transform.position.x < -laneRange) { temp.x = -laneRange; } transform.position = temp; //move the camera to follow temp.x = transform.position.x; temp.y = 3.06f; temp.z = -6f; followingCamera.transform.position = temp; //also move the aim arrow temp = aimArrow.position; temp.x = transform.position.x; aimArrow.position = temp; lastFrameTouch = touch.currentTouchPosition; }