//[Header("***** Ouput signals *****")] //public float Dup; //public float Dright; //public float Dmag; //public Vector3 Dvec; //public float Jup;// //public float Jright;// //public bool run; //public bool jump; //public bool lastJump; //public bool attack; //public bool lastAttack; //[Header("***** Others *****")] //public bool inputEnabled = true; //private float targetDup; //private float targetDright; //private float velocityDup; //private float velocityDright; // Start is called before the first frame update //void Start() //{ //} // Update is called once per frame void Update() { kkeyA.Tick(Input.GetKey(keyA)); kkeyB.Tick(Input.GetKey(keyB)); kkeyLB.Tick(Input.GetKey(keyLB)); kkeyLT.Tick(Input.GetKey(keyLT)); kkeyRB.Tick(Input.GetKey(keyRB)); kkeyRT.Tick(Input.GetKey(keyRT)); kkeyJstick.Tick(Input.GetKey(keyJstick)); //print(kkeyJstick.OnPressed); //print(kkeyB.IsExtending && kkeyB.IsPressing); if (mouseEnable == true) { Jup = Input.GetAxis("Mouse Y") * 3.0f * mouseSensitivityY; Jright = Input.GetAxis("Mouse X") * 2.5f * mouseSensitivityX; } else { Jup = (Input.GetKey(keyJUp) ? 1.0f : 0) - (Input.GetKey(keyJDown) ? 1.0f : 0); Jright = (Input.GetKey(keyJRight) ? 1.0f : 0) - (Input.GetKey(keyJLeft) ? 1.0f : 0); } targetDup = (Input.GetKey(keyUp) ? 1.0f : 0) - (Input.GetKey(keyDown) ? 1.0f : 0); targetDright = (Input.GetKey(keyRight) ? 1.0f : 0) - (Input.GetKey(keyLeft) ? 1.0f : 0); if (inputEnabled == false) { targetDup = 0; targetDright = 0; } Dup = Mathf.SmoothDamp(Dup, targetDup, ref velocityDup, 0.1f); Dright = Mathf.SmoothDamp(Dright, targetDright, ref velocityDright, 0.1f); Vector2 tempOAxis = SquareToCircle(new Vector2(Dright, Dup)); float Dright2 = tempOAxis.x; float Dup2 = tempOAxis.y; Dmag = Mathf.Sqrt(Dup2 * Dup2 + Dright2 * Dright2); Dvec = Dright2 * transform.right + Dup2 * transform.forward; run = (kkeyA.IsPressing && !kkeyA.IsDelaying) || kkeyA.IsExtending; defense = kkeyLB.IsPressing; jump = kkeyB.OnPressed; //attack = kkeyC.OnPressed; rb = kkeyRB.OnPressed; rt = kkeyRT.OnPressed; lb = kkeyLB.OnPressed; lt = kkeyLT.OnPressed; lockon = kkeyJstick.OnPressed; }
//[Header("***** Ouput signals *****")] //public float Dup; //public float Dright; //public float Dmag; //public Vector3 Dvec; //public float Jup;// //public float Jright;// //public bool run; //public bool jump; //protected bool lastJump; //public bool attack; //protected bool lastAttack; //[Header("***** Others *****")] //public bool inputEnabled = true; //protected float targetDup; //protected float targetDright; //protected float velocityDup; //protected float velocityDright; //void start() //{ //} // Update is called once per frame void Update() { buttonA.Tick(Input.GetButton(btnA)); buttonB.Tick(Input.GetButton(btnB)); buttonC.Tick(Input.GetButton(btnC)); buttonD.Tick(Input.GetButton(btnD)); buttonLB.Tick(Input.GetButton(btnLB)); buttonLT.Tick(Input.GetButton(btnLT)); buttonRB.Tick(Input.GetButton(btnRB)); buttonRT.Tick(Input.GetButton(btnRT)); buttonJstick.Tick(Input.GetButton(btnJstick)); Jup = -1 * Input.GetAxis(axisJup); Jright = Input.GetAxis(axisJright); targetDup = Input.GetAxis(axisY); targetDright = Input.GetAxis(axisX); if (inputEnabled == false) { targetDup = 0; targetDright = 0; } Dup = Mathf.SmoothDamp(Dup, targetDup, ref velocityDup, 0.1f); Dright = Mathf.SmoothDamp(Dright, targetDright, ref velocityDright, 0.1f); Vector2 tempOAxis = SquareToCircle(new Vector2(Dright, Dup)); float Dright2 = tempOAxis.x; float Dup2 = tempOAxis.y; Dmag = Mathf.Sqrt(Dup2 * Dup2 + Dright2 * Dright2); Dvec = Dright2 * transform.right + Dup2 * transform.forward; run = (buttonA.IsPressing && !buttonA.IsDelaying) || buttonA.IsExtending; jump = buttonA.OnPressed && buttonA.IsExtending; defense = buttonLB.IsPressing; //attack = buttonC.OnPressed; rb = buttonRB.OnPressed; rt = buttonRT.OnPressed; lb = buttonLB.OnPressed; lt = buttonLB.OnPressed; lockon = buttonJstick.OnPressed; }