예제 #1
0
    private void ObjectParamUpdate()
    {
        if (Input.GetButtonDown("Back Botton"))
        {
            switch (input_mode)
            {
            case Input_mode.KEYBOARD:
                input_mode = Input_mode.GAMEPAD;
                break;

            case Input_mode.GAMEPAD:
                input_mode = Input_mode.KEYBOARD;
                break;

            default:
                break;
            }
        }

        switch (input_mode)
        {
        case Input_mode.KEYBOARD:
            transform.rotation = Quaternion.AngleAxis(param.rotation, param.rotateAxis);
            break;

        case Input_mode.GAMEPAD:
            transform.rotation = Quaternion.Euler(param.rotateVec);
            break;

        default:
            transform.rotation = Quaternion.AngleAxis(param.rotation, param.rotateAxis);
            break;
        }

        {
            if (RUN)
            {
                transform.localPosition += param.movement * RUNSPEED;
            }
            else
            {
                transform.localPosition += param.movement * SPEED;
            }
        }
        param.rotateVec = Vector3.zero;
        param.SetPos(transform.localPosition);

        transform.position.Set(transform.position.x, 1.1f, transform.position.z);//後で直す
        param.ResetMovement();
    }
예제 #2
0
    private void ObjectParamUpdate()
    {
        switch (Inputmode)
        {
        case INPUT_MODE.KEYBORD:
            transform.rotation = Quaternion.AngleAxis(param.rotation, param.rotateAxis);
            break;

        case INPUT_MODE.GAMEPAD:


            transform.rotation = Quaternion.Euler(param.rotateVec);
            break;

        default:
            transform.rotation = Quaternion.AngleAxis(param.rotation, param.rotateAxis);
            break;
        }
        param.movement.y = 0.0f;
        if (Contact_Collision)
        {
            param.movement = Vector3.zero;
        }

        if (param.movement != Vector3.zero)
        {
            if (RUN)
            {
                transform.localPosition += param.movement * RUNSPEED;
            }
            else
            {
                transform.localPosition += param.movement * SPEED;
            }
        }
        param.rotateVec = Vector3.zero;
        param.SetPos(transform.localPosition);

        transform.position.Set(transform.position.x, 1.1f, transform.position.z);//後で直す
        param.ResetMovement();
    }