// === コード(シーンジャンプの実装) ======================== public void Jump() { // ジャンプ先設定 if (jumpSceneName == "") { jumpSceneName = Application.loadedLevelName; } // チェックポイント PlayerController.checkPointEnabled = true; PlayerController.checkPointLabelName = jumpLabelName; PlayerController.checkPointSceneName = jumpSceneName; PlayerController.checkPointHp = PlayerController.nowHp; if (save) { SaveData.SaveGamePlay(); } playerCtrl.ActionMove(0.0f); playerCtrl.activeSts = false; if (sePlay) { AppSound.instance.SE_OBJ_EXIT.Play(); } Invoke("JumpWork", jumpDelayTime); }
// Update is called once per frame void Update() { //操作可能か if (!playerCtrl.activeSts) { return; } //バット処理 float joyMv = Input.GetAxis("Horizontal"); playerCtrl.ActionMove(joyMv); //ジャンプ if (Input.GetButtonDown("Jump")) { playerCtrl.ActionJump(); } //攻撃 if (Input.GetButtonDown("Fire1") || Input.GetButtonDown("Fire2") || Input.GetButtonDown("Fire3")) { playerCtrl.ActionAttack(); } }
void Update() { // 操作可能か? if (!playerCtrl.activeSts) { return; } // 移動 float joyMv = Input.GetAxis("Horizontal"); playerCtrl.ActionMove(joyMv); // ジャンプ if (Input.GetButtonDown("Jump")) { playerCtrl.ActionJump(); return; } // 攻撃 if (Input.GetButtonDown("Fire1") || Input.GetButtonDown("Fire2") || Input.GetButtonDown("Fire3")) { if (Input.GetAxisRaw("Vertical") < 0.5f) { playerCtrl.ActionAttack(); } else { playerCtrl.ActionAttackJump(); } } }
void Update() { if (!playerCtrl.activeSts) { return; } float vpad_vertical = 0.0f; float vpad_horizontal = 0.0f; zFOXPAD_BUTTON vpad_btnA = zFOXPAD_BUTTON.NON; zFOXPAD_BUTTON vpad_btnB = zFOXPAD_BUTTON.NON; if (vPad != null) { vpad_vertical = vPad.vertical; vpad_horizontal = vPad.horizontal; vpad_btnA = vPad.buttonA; vpad_btnB = vPad.buttonB; } float joyMv = Input.GetAxis("Horizontal"); float vpadMv = vpad_horizontal; vpadMv = Mathf.Pow(Mathf.Abs(vpadMv), 1.5f) * Mathf.Sign(vpadMv); playerCtrl.ActionMove(joyMv + vpadMv); if (Input.GetButtonDown("Jump") || vpad_btnA == zFOXPAD_BUTTON.DOWN) { playerCtrl.ActionJump(); return; } if (Input.GetButtonDown("Fire1") || Input.GetButtonDown("Fire2") || Input.GetButtonDown("Fire3") || vpad_btnB == zFOXPAD_BUTTON.DOWN) { if (Input.GetAxisRaw("Vertical") + vpad_vertical < 0.5f) { playerCtrl.ActionAttack(); } else { playerCtrl.ActionAttackJump(); } } if (Input.GetAxisRaw("Vertical") > 0.7f) { if (actionEtcRun) { playerCtrl.ActionEtc(); actionEtcRun = false; } } else { actionEtcRun = true; } }
void Update() { // 操作可能か? if (!playerCtrl.activeSts) { return; } // 移動 float joyMv = Input.GetAxis("Horizontal"); // joyMv = Mathf.Pow(Mathf.Abs(joyMv),3.0f) * Mathf.Sign(joyMv); playerCtrl.ActionMove(joyMv); // ジャンプ if (Input.GetButtonDown("Jump")) { playerCtrl.ActionJump(); return; } // 攻撃 if (Input.GetButtonDown("Fire1") || Input.GetButtonDown("Fire2") || Input.GetButtonDown("Fire3")) { if (Input.GetAxisRaw("Vertical") < 0.5f) { playerCtrl.ActionAttack(); } else { //Debug.Log (string.Format ("Vertical {0} {1}",Input.GetAxisRaw ("Vertical"),vp.vertical)); playerCtrl.ActionAttackJump(); } return; } // ドアを開けたり通路に入る if (Input.GetAxisRaw("Vertical") > 0.7f) { if (actionEtcRun) { playerCtrl.ActionEtc(); actionEtcRun = false; } } else { actionEtcRun = true; } }
void Update() { playerPos = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z); grenadeCheck = playerCtrl.CheckGrenade(); gunCtrl.LockOnPlayer(); if (!playerCtrl.activeSts) { if (Input.GetButtonDown("Respown")) { respownPlayer.Respown(); } return; } float playerMv = Input.GetAxis("Horizontal"); playerCtrl.ActionMove(playerMv); if (Input.GetButtonDown("Jump")) { playerCtrl.ActionJump(); return; } if (Input.GetButtonDown("Fire1")) { gunCtrl.Fire(); } if (Input.GetButton("Fire2") && grenadeCheck == true) { Debug.Log("던진다1"); possibleThrow = greCtrl.ReadyGrenade(0.1f); } if (Input.GetButtonUp("Fire2") && possibleThrow == true && grenadeCheck == true) { Debug.Log("수류탄 투척"); greCtrl.ThrowGrenade(); playerCtrl.UsedGrenade(); possibleThrow = true; } if (Input.GetButton("Respown")) { Destroy(this.gameObject); respownPlayer.Respown(); } }
// Update is called once per frame void Update() { if (!playerCtrl.activeSts) { return; } // 패드 처리 float joyMv = Input.GetAxis("Horizontal"); playerCtrl.ActionMove(joyMv); // 점프 if (Input.GetButtonDown("Jump")) { playerCtrl.ActionJump(); } }
// === コード(シーンジャンプの実装) ======================== public void Jump() { // ジャンプ先設定 if (jumpSceneName == "") { jumpSceneName = Application.loadedLevelName; } // チェックポイント PlayerController.checkPointEnabled = true; PlayerController.checkPointLabelName = jumpLabelName; PlayerController.checkPointSceneName = jumpSceneName; PlayerController.checkPointHp = PlayerController.nowHp; playerCtrl.ActionMove(0.0f); playerCtrl.activeSts = false; Invoke("JumpWork", jumpDelayTime); }
void Update() { // 操作可能か? if (!playerCtrl.activeSts) { return; } // パッド処理 float joyMv = Input.GetAxis("Horizontal"); playerCtrl.ActionMove(joyMv); // ジャンプ if (Input.GetButtonDown("Jump")) { playerCtrl.ActionJump(); } }
void Update() { //パッド処理 float joyMv = Input.GetAxis("Horizontal"); playerCtrl.ActionMove(joyMv); //ジャンプ if (Input.GetButtonDown("Jump")) { playerCtrl.ActionJump(); return; //ジャンプ処理直後に攻撃が発生しないようにする } //攻撃 if (Input.GetButtonDown("Fire1")) { playerCtrl.ActionAttack(); } }
public void Jump() { if (jumpSceneName == "") { jumpSceneName = Application.loadedLevelName; } PlayerController.checkPointEnabled = true; PlayerController.checkPointLabelName = jumpLabelName; PlayerController.checkPointSceneName = jumpSceneName; PlayerController.checkPointHp = PlayerController.nowHp; if (save) { SaveData.SaveGamePlay(); } playerCtrl.ActionMove(0.0f); playerCtrl.activeSts = false; Invoke("JumpWork", jumpDelayTime); }
void Update() { // 操作可能か? if (!playerCtrl.activeSts) { return; } // バーチャルパッド float vpad_vertical = 0.0f; float vpad_horizontal = 0.0f; zFoxVirtualPad.zFOXVPAD_BUTTON vpad_btnA = zFoxVirtualPad.zFOXVPAD_BUTTON.NON; zFoxVirtualPad.zFOXVPAD_BUTTON vpad_btnB = zFoxVirtualPad.zFOXVPAD_BUTTON.NON; if (vpad != null) { vpad_vertical = vpad.vertical; vpad_horizontal = vpad.horizontal; vpad_btnA = vpad.buttonA; vpad_btnB = vpad.buttonB; } // 이동 float joyMv = Input.GetAxis("Horizontal"); // joyMv = Mathf.Pow(Mathf.Abs(joyMv),3.0f) * Mathf.Sign(joyMv); float vpadMv = vpad_horizontal; vpadMv = Mathf.Pow(Mathf.Abs(vpadMv), 1.5f) * Mathf.Sign(vpadMv); playerCtrl.ActionMove(joyMv + vpadMv); //점프 if (Input.GetButtonDown("Jump") || vpad_btnA == zFoxVirtualPad.zFOXVPAD_BUTTON.DOWN) { playerCtrl.ActionJump(); return; } // 공격 if (Input.GetButtonDown("Fire1") || Input.GetButtonDown("Fire2") || Input.GetButtonDown("Fire3") || vpad_btnB == zFoxVirtualPad.zFOXVPAD_BUTTON.DOWN) { if (Input.GetAxisRaw("Vertical") + vpad_vertical < 0.5f) { playerCtrl.ActionAttack(); } else { //Debug.Log (string.Format ("Vertical {0} {1}",Input.GetAxisRaw ("Vertical"),vp.vertical)); playerCtrl.ActionAttackJump(); } return; } // 문을 열고 복도로 들어가기 if (Input.GetAxisRaw("Vertical") + vpad_vertical > 0.7f) { if (actionEtcRun) { playerCtrl.ActionEtc(); actionEtcRun = false; } } else { actionEtcRun = true; } }