void Update() { if (Input.anyKey) { if (Input.GetKey(keys[(int)Dir.up])) { anotherScript.Move((int)Dir.up); } if (Input.GetKey(keys[(int)Dir.down])) { anotherScript.Move((int)Dir.down); } if (Input.GetKey(keys[(int)Dir.left])) { anotherScript.Move((int)Dir.left); } if (Input.GetKey(keys[(int)Dir.right])) { anotherScript.Move((int)Dir.right); } } else { anotherScript.Move((int)Dir.idle); } }
void FixedUpdate() { //Move our character controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump); jump = false; }
void Update() { // 이동 입력 Vector3 moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")); Vector3 moveVelocity = moveInput.normalized * moveSpeed; controller.Move(moveVelocity); // 바라보기 입력 Ray ray = viewCamera.ScreenPointToRay(Input.mousePosition); Plane groundPlane = new Plane(Vector3.up, Vector3.zero); float rayDistance; if (groundPlane.Raycast(ray, out rayDistance)) { Vector3 point = ray.GetPoint(rayDistance); // Debug.DrawLine(ray.origin, point, Color.red); controller.LookAt(point); } // 무기 입력 if (Input.GetMouseButton(0)) { gunController.Shoot(); } }
void Update() { Vector2 gravDir = ((Vector2)transform.position - zeroPoint).normalized; //Vector2 gravDir = -Vector2.up; #region Deprecated /*Vector2 mouse = Input.mousePosition; * Vector2 screenPoint = Camera.main.WorldToScreenPoint(transform.position); //Gets Screen co-ordinates of our plane * Vector2 offset = (mouse - screenPoint); //new Vector2(mouse.x - screenPoint.x, mouse.y - screenPoint.y); * float angle = Mathf.Atan2(offset.y, offset.x) * Mathf.Rad2Deg; * transform.rotation = Quaternion.Euler(0, 0, angle); * * //Debug.DrawRay(transform.position, transform.up, Color.blue); * * //Debug.DrawRay(transform.position, gravDir, Color.red); */ #endregion Vector2 mouseOnScreen = Camera.main.ScreenToViewportPoint(Input.mousePosition); //Gets Screen position of the mouse Vector2 playerOnScreen = Camera.main.WorldToViewportPoint(transform.position); //Gets Screen position of the player float angle = Mathf.Atan2(playerOnScreen.y - mouseOnScreen.y, playerOnScreen.x - mouseOnScreen.x) * Mathf.Rad2Deg; //Gets Angle between mouse and player transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, angle + 90)); //Sets Rotation of player according to our angle Debug.DrawRay(transform.position, transform.up, Color.blue); if (Input.GetButtonDown("Fire1")) { //rigid.AddForce(-transform.up * thrustForce); } velocity += (gravDir * gravity) * Time.smoothDeltaTime; controller.Move(velocity * Time.deltaTime); }
void FixedUpdate() { // interprets the controls to the script controller.Move(horizontalMove * Time.fixedDeltaTime, jump); attacker.Attack(horizontalMove != 0, attack); jump = false; attack = false; }
void Update() { //Movement Input Vector3 moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")); Vector3 moveVelocity = moveInput.normalized * moveSpeed; controller.Move(moveVelocity); //Look Input Ray ray = viewCamera.ScreenPointToRay(Input.mousePosition); Plane groundPlane = new Plane(Vector3.up, Vector3.up * gunController.GunHeight); float rayDistance; if (groundPlane.Raycast(ray, out rayDistance)) { Vector3 pointOfIntersection = ray.GetPoint(rayDistance); //Debug.DrawLine(ray.origin, pointOfIntersection, Color.red); controller.LookAt(pointOfIntersection); crossHairs.transform.position = pointOfIntersection; crossHairs.DetectTarget(ray); if ((new Vector2(pointOfIntersection.x, pointOfIntersection.z) - new Vector2(transform.position.x, transform.position.z)).sqrMagnitude > Mathf.Pow(1.9f, 2f)) { gunController.Aim(pointOfIntersection); } } //Weapon Input if (Input.GetMouseButton(0)) { gunController.OnTriggerHold(); } if (Input.GetMouseButtonUp(0)) { gunController.OnTriggerRelease(); } if (Input.GetKeyDown(KeyCode.R)) { gunController.Reload(); } if (transform.position.y < -10) { TakeDamage(health); } if (Input.GetMouseButtonDown(1)) { if (numOfGrenades != 0) { Launch(); numOfGrenades--; } } }
public void MovePlayer(Direction direction, int playerIndex) { if (playerIndex == 1) { player1.Move(direction); } else if (playerIndex == 2) { player2.Move(direction); } }
void FixedUpdate() { if (!inversao) { controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump); } else { controller.Move((-1 * horizontalMove) * Time.fixedDeltaTime, false, jump); } if (horizontalMove != 0) { animator.SetBool("Run", true); } else { animator.SetBool("Run", false); } jump = false; }
void RightMouseButtonDown() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, enemyLayerMask)) { player.Attack(hit.collider.transform); } else if (Physics.Raycast(ray, out hit, Mathf.Infinity, groundLayerMask)) { player.Move(new Vector2(hit.point.x, hit.point.z)); } }
// movement state public void CalculateMove() { //calculate possible moves sMovePath m_PossibleMoves = GetPossibleMoves(m_PlayerControl.m_CurrentX, m_PlayerControl.m_CurrentY); // if only one move left, simply go there if (m_PossibleMoves.m_AvailableMoves.Count == 1) { m_PlayerControl.Move((int)m_PossibleMoves.m_AvailableMoves [0].transform.position.x, (int)m_PossibleMoves.m_AvailableMoves [0].transform.position.y); } else if (m_PossibleMoves.m_AvailableMoves.Count == 0) // if no moves left, AI loses game { m_PlayerControl.m_State = WizardState.Dead; m_PlayerControl.m_Manager.GameOver(); return; } List <sMovePath> m_MoveList = new List <sMovePath>(); // check moves after next foreach (TileManager tile in m_PossibleMoves.m_AvailableMoves) { m_MoveList.Add(GetPossibleMoves((int)tile.transform.position.x, (int)tile.transform.position.y)); } // sort list so that movement with most options next turn is first in the list m_MoveList.Sort(delegate(sMovePath x, sMovePath y) { return(x.m_AvailableMoves.Count - y.m_AvailableMoves.Count); } ); // move to tile with most available future options m_PlayerControl.Move((int)m_MoveList [0].x, (int)m_MoveList [0].y); StartCoroutine(DelayAI()); }
void FixedUpdate() { Move(); move *= speed; pc.Move(move, jump); }
void FixedUpdate() { // Liikuttaa hahmoa controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump); jump = false; }
private void FixedUpdate() { controller.Move(horizontalMove * Time.fixedDeltaTime, false, jump); jump = false; }
public void LeftArrow() { player.Move(-1); moveInput = -1; }