void CalculateMoveDirection() { MoveDirection = new Vector3(0.0f, MoveDirection.y, 0.0f); // Walk. Vector3 dir = new Vector3(MyInput.GetAxis("Horizontal"), 0.0f, MyInput.GetAxis("Vertical")); dir = m_target.transform.TransformDirection(dir); dir.y = 0.0f; if (MyInput.GetButton("Sprint")) { dir *= m_runSpeed; } else { dir *= m_walkSpeed; } MoveDirection += dir; // Jump. if (m_target.isGrounded && MyInput.GetButtonDown("Jump")) { ChangeState(new FPSCharacterStateJump()); } // Character controller don't have gravity support, so apply it here. MoveDirection = new Vector3( MoveDirection.x, MoveDirection.y - m_jumpSpeed * Time.deltaTime, MoveDirection.z ); }
public void PUpdate() { // WASDの入力 float h = MyInput.GetAxis("Horizontal"); float v = MyInput.GetAxis("Vertical"); // Shiftの入力でスピードを変更 float s = speed * (1 + MyInput.GetAxis("Dash")); // 移動方向の計算 単位ベクトル化 Vector3 dir = Vector3.Normalize(transform.forward * v + transform.right * h); // コントローラーで移動 controller.SimpleMove(dir * s); // マウス感度の調整 float m = mouseSensi * 0.05f; // マイスの移動量か矢印キーの入力を取得 float mX = MyInput.GetAxis("Mouse X") * m + MyInput.GetAxis("LeftRight") * m * 400f * Time.deltaTime; float mY = MyInput.GetAxis("Mouse Y") * m + MyInput.GetAxis("UpDown") * m * 400f * Time.deltaTime; // 体や首を回転 rot = new Vector3(Mathf.Clamp(rot.x - mY, -80, 80), rot.y + mX, 0f); transform.eulerAngles = new Vector3(0, rot.y, 0); neck.localEulerAngles = new Vector3(rot.x, 0, 0); }
private void Update() { if (GameManager.instance.input_active && player.can_input) { if (MyInput.GetButton("Attack")) { bool skill_used = ProcessSkillButton(MyInput.GetAxis("Attack"), 0); if (skill_used) { MyInput.ClearBuffer("Attack"); } } if (MyInput.GetButtonDown("Skill1", skill_buffer)) { bool skill_used = ProcessSkillButton(MyInput.GetAxis("Skill1"), 1); if (skill_used) { MyInput.ClearBuffer("Skill1"); } } if (MyInput.GetButtonDown("Skill2", skill_buffer)) { bool skill_used = ProcessSkillButton(MyInput.GetAxis("Skill2"), 2); if (skill_used) { MyInput.ClearBuffer("Skill2"); } } if (MyInput.GetButtonDown("Skill3")) { bool skill_used = ProcessSkillButton(MyInput.GetAxis("Skill3"), 3); if (skill_used) { MyInput.ClearBuffer("Skill3"); } } if (MyInput.GetButtonDown("ActiveSkill")) { if (player.inventory.active_item != null) { player.inventory.active_item.active_ability.TryUse(); } } if (MyInput.GetButtonDown("UseConsumable")) { player.inventory.TryUseConsumable(); } } input = new Vector2(MyInput.GetAxis("Horizontal"), MyInput.GetAxis("Vertical")); Move(); }
// Update is called once per frame void Update() { if (isLocalPlayer) { MovementDirection = MyInput.GetAxis("Horizontal") * m_screenMovementRight + MyInput.GetAxis("Vertical") * m_screenMovementForward; m_playerMovementPlane.normal = transform.up; //Debug.Log("transform.position.y = " + transform.position.y); m_playerMovementPlane.distance = -transform.position.y + m_cursorPlaneHeight; HandleCameraMovement(); } UpdateAnimator(); }
protected override void Update() { this.normalSpeed = this.basenormalSpeed * RCM.Cheat.SpeedMultiplier; this.sprintSpeed = this.basesprintSpeed * RCM.Cheat.SpeedMultiplier; this.swimSpeed = this.baseswimSpeed * RCM.Cheat.SpeedMultiplier; if (RCM.Cheat.FlyMode) { this.gravity = 0f; this.controllerType = ControllerType.Ground; bool button = MyInput.GetButton("LeftControl"); bool sprint = MyInput.GetButton("Sprint"); bool button2 = MyInput.GetButton("Jump"); float updown = 0f; if (button2) { updown = 1f; } if (button) { updown = -1f; } Vector3 lhs = new Vector3(MyInput.GetAxis("Strafe"), updown, MyInput.GetAxis("Walk")); this.moveDirection = base.transform.right * lhs.x + base.transform.up * lhs.y + base.transform.forward * lhs.z; this.moveDirection *= sprint ? sprintSpeed : normalSpeed; this.controller.Move(moveDirection * Time.deltaTime); LastFlyMode = true; return; } else { base.Update(); } if (LastFlyMode) { this.gravity = this.basegravity; LastFlyMode = false; } }
// Update is called once per frame void Update() { // Get mouse movement. float xMouse = MyInput.GetAxis("Mouse X"); float yMouse = MyInput.GetAxis("Mouse Y"); // Update pitch and yaw angle. m_pitchAngle -= yMouse * m_sensitivity; m_yawAngle += xMouse * m_sensitivity; m_pitchAngle = Mathf.Clamp(m_pitchAngle, -m_minPitchAngle, m_maxPitchAngle); // Rotate to new angle. Quaternion rot = Quaternion.Euler(m_pitchAngle, m_yawAngle, 0.0f); float t = FPSConstants.MAX_FPS * Time.deltaTime / (m_smoothness + 1.0f); //m_target.localRotation = Quaternion.Lerp (m_target.localRotation, rot, t); m_target.localRotation = Quaternion.Slerp(m_target.localRotation, rot, t); }