private void Test() { if (!mTestWithKey) { return; } if (JCS_Input.GetKey(mFirstAnimKey)) { DoAnimation(0, true); } if (JCS_Input.GetKey(mSecondAnimKey)) { DoAnimation(1, false); } if (JCS_Input.GetKey(mThirdAnimKey)) { DoAnimation(2, true); } if (JCS_Input.GetKey(mPlayOneShotAnimKey)) { PlayOneShot(0); } }
/// <summary> /// Process the input of this camera. /// </summary> private void InputCamera() { #if (UNITY_EDITOR || UNITY_STANDALONE) if (JCS_Input.GetKeyDown(mResetKeyCode)) { ResetCamera(); } if (JCS_Input.GetKeyDown(mUpKey)) { UpCamera(); } else if (JCS_Input.GetKeyDown(mDownKey)) { DownCamera(); } if (JCS_Input.GetKey(mRotateAroundLeft)) { RotateAroundLeft(); } else if (JCS_Input.GetKey(mRotateAroundRight)) { RotateAroundRight(); } #endif }
private void Test() { if (JCS_Input.GetKey(KeyCode.Y)) { DoShake(); } }
private void HandleFacing() { if (mLookPoint == null) { return; } JCS_Camera cam = JCS_Camera.main; Vector3 newPos = this.transform.localPosition; Vector3 direction = Vector3.zero; if (JCS_Input.GetKey(mUpKey)) { direction = cam.transform.forward; } else if (JCS_Input.GetKey(mDownKey)) { direction = -cam.transform.forward; } if (JCS_Input.GetKey(mRightKey)) { direction += cam.transform.right; } else if (JCS_Input.GetKey(mLeftKey)) { direction += -cam.transform.right; } mLookPoint.localPosition = newPos + direction * mLookDistance; }
protected override void FixedUpdate() { base.FixedUpdate(); if (JCS_Input.GetKeyDown(KeyCode.H)) { JCS_SceneManager.instance.LoadScene("JCS_SideScrollerDemo"); } if (mIndex == 0) { if (JCS_Input.GetKey(KeyCode.UpArrow)) { GoUp(); } else if (JCS_Input.GetKey(KeyCode.DownArrow)) { GoDown(); } else if (JCS_Input.GetKey(KeyCode.RightArrow)) { GoRight(); } else if (JCS_Input.GetKey(KeyCode.LeftArrow)) { GoLeft(); } else { Idle(); } } if (mIndex == 1) { if (JCS_Input.GetKey(KeyCode.W)) { GoUp(); } else if (JCS_Input.GetKey(KeyCode.S)) { GoDown(); } else if (JCS_Input.GetKey(KeyCode.D)) { GoRight(); } else if (JCS_Input.GetKey(KeyCode.A)) { GoLeft(); } else { Idle(); } } }
/// <summary> /// /// </summary> /// <returns></returns> private bool CheckClimbDirection() { // no climbing object, no climbing! if (m2DClimbingObject == null) { return(false); } if (m2DClimbingObject.IsOpTopOfLeanPlatform(this) && !JCS_Input.GetKey(mClimbDownKey)) { return(false); } // when is in air, character can climb what ever if (!isGrounded()) { return(true); } JCS_ClimbMoveType keyInput = JCS_ClimbMoveType.IDLE; // process input if (JCS_Input.GetKey(this.ClimbUpKey)) { keyInput = JCS_ClimbMoveType.MOVE_UP; } else if (JCS_Input.GetKey(this.mClimbDownKey)) { keyInput = JCS_ClimbMoveType.MOVE_DOWN; } switch (keyInput) { case JCS_ClimbMoveType.IDLE: return(true); case JCS_ClimbMoveType.MOVE_UP: { if (this.transform.position.y < this.m2DClimbingObject.transform.position.y) { return(true); } } break; case JCS_ClimbMoveType.MOVE_DOWN: { if (this.transform.position.y > this.m2DClimbingObject.transform.position.y) { return(true); } } break; } return(false); }
//---------------------- // Protected Functions //---------------------- // Private Functions /// <summary> /// /// </summary> private void ProcessInput() { if (!mOverrideAction) { if (!mAction && JCS_Input.GetKey(mKeyCode)) { // display animation SpawnAttackAnimation(); // display sound SpawnSwignSound(); mAction = true; } if (mAfterDelay) { mActionTimer += Time.deltaTime; if (mActTime < mActionTimer) { // close trigger EndAttack(); // reset timer mActionTimer = 0; // can do the next shoot mAction = false; // exit delay process mAfterDelay = false; } } if (mAction && !mAfterDelay) { mActionTimer += Time.deltaTime; if (mTimeToActTime < mActionTimer) { // active trigger Attack(); // start after delay timer. mAfterDelay = true; // reset timer for "mAfterDelay" Trigger. mActionTimer = 0; } } } }
private void Test() { if (JCS_Input.GetKey(mDeltaToA)) { UpdateScore(mDeltaValueA); } if (JCS_Input.GetKey(mDeltaToB)) { UpdateScore(mDeltaValueB); } }
private void Test() { if (!mTestWithKey) { return; } if (JCS_Input.GetKey(mDoShakeEffectKey)) { DoShake(); } }
protected virtual void OnTriggerStay(Collider other) { if (mAutoPickColliderTouched) { // picked Pick(other); return; } if (JCS_Input.GetKey(mPickKey)) { Pick(other); } }
/// <summary> /// Check if the player down jumping. /// </summary> /// <returns></returns> public bool IsDownJump() { if (!mCanDownJump) { return(false); } if (JCS_Input.GetKey(JumpKey) && JCS_Input.GetKey(DownKey)) { return(true); } return(false); }
private void Test() { if (!mTestWithKey) { return; } if (JCS_Input.GetKey(mDeltaToA)) { UpdateScore(mDeltaValueA); } if (JCS_Input.GetKey(mDeltaToB)) { UpdateScore(mDeltaValueB); } }
protected override void PlayerInput() { if (JCS_Input.GetKey(mUpKey) || JCS_Input.GetKey(mDownKey) || JCS_Input.GetKey(mLeftKey) || JCS_Input.GetKey(mRightKey)) { mVelocity.z = mMoveSpeed; } else { mVelocity.z = 0; } if (JCS_Input.GetKeyDown(KeyCode.Space)) { mVelocity.y = mJumpForce; } }
//======================================== // Self-Define //------------------------------ //---------------------- // Public Functions /// <summary> /// /// </summary> public void DoPortal(JCS_3DPortalType type, JCS_Player player) { switch (type) { case JCS_3DPortalType.SCENE_PORTAL: { if (!mAutoTrigger) { if (JCS_Input.GetKey(mKeyToTrigger)) { JCS_SceneManager.instance.LoadScene(mSceneName); } } else { // auto do the action JCS_SceneManager.instance.LoadScene(mSceneName); } } break; case JCS_3DPortalType.TRANSFER_PORTAL: { if (!mAutoTrigger) { if (JCS_Input.GetKeyDown(mKeyToTrigger)) { if (mTargetPortal != null) { player.transform.position = mTargetPortal.position; } } } else { // auto do the action if (mTargetPortal != null) { player.transform.position = mTargetPortal.position; } } } break; } }
/// <summary> /// Handle skill prevent the skill go to fast. /// </summary> private void ProcessInput() { if (!mAction) { if (JCS_Input.GetKey(mKeyCode)) { mAction = true; } } if (mAfterDelay) { mActionTimer += Time.deltaTime; if (mActiveTime < mActionTimer) { // reset timer mActionTimer = 0; // can do the next shoot mAction = false; // exit delay process mAfterDelay = false; } } if (mAction && !mAfterDelay) { mActionTimer += Time.deltaTime; if (mTimeToActive < mActionTimer) { // Do shooting effect ActiveSkill(); // start after delay timer. mAfterDelay = true; // reset timer for "mAfterDelay" Trigger. mActionTimer = 0; } } }
private void Test() { float speed = 2; // Test.. if (JCS_Input.GetKey(mRightKey)) { VelX = speed; } else if (JCS_Input.GetKey(mLeftKey)) { VelX = -speed; } else { VelX = 0; } if (JCS_Input.GetKey(mJumpKey)) { Jump(); } }
/// <summary> /// Play input's design. /// </summary> protected virtual void PlayerInput() { if (JCS_Input.GetKey(KeyCode.RightArrow)) { mVelocity.x = mMoveSpeed; } else if (JCS_Input.GetKey(KeyCode.LeftArrow)) { mVelocity.x = -mMoveSpeed; } else { mVelocity.x = 0; } if (JCS_Input.GetKey(KeyCode.UpArrow)) { mVelocity.z = mMoveSpeed; } else if (JCS_Input.GetKey(KeyCode.DownArrow)) { mVelocity.z = -mMoveSpeed; } else { mVelocity.z = 0; } if (JCS_Input.GetKey(KeyCode.L)) { this.transform.Rotate(Vector3.up * mRotateSpeed * Time.deltaTime); } else if (JCS_Input.GetKey(KeyCode.J)) { this.transform.Rotate(Vector3.up * -mRotateSpeed * Time.deltaTime); } }
/// <summary> /// Process the user input. /// </summary> private void ProcessInput() { if (!mAction) { if (JCS_Input.GetMouseByAction(mKeyAct, mMouseButton)) { mAction = true; } if (JCS_Input.GetKey(mShootKeyCode)) { mAction = true; } } if (mAfterDelay) { mActionTimer += Time.deltaTime; if (mTimeDelayAfterShoot < mActionTimer) { // reset timer mActionTimer = 0; // can do the next shoot mAction = false; // exit delay process mAfterDelay = false; } } if (mAction && !mAfterDelay) { mActionTimer += Time.deltaTime; if (mTimeBeforeShoot < mActionTimer) { // do call back mShootCallback.Invoke(); // check able to shoot before shoot. if (mCheckAbleToShoot.Invoke()) { // Do shooting effect for (int count = 0; count < mShootCount; ++count) { Shoot(); } } // start after delay timer. mAfterDelay = true; // reset timer for "mAfterDelay" Trigger. mActionTimer = 0; } } }
/// <summary> /// While character are climbing. /// </summary> private void CharacterClimbing() { mJumpCount = 0; if (!mStartClimbing) { if (!mAutoClimb) { if (!GetCharacterAnimator().IsInState((int)JCS_LiveObjectState.STAND) && !GetCharacterAnimator().IsInState((int)JCS_LiveObjectState.JUMP) && !GetCharacterAnimator().IsInState((int)JCS_LiveObjectState.WALK)) { ExitClimbing(0); return; } } if (m2DClimbingObject == null) { ExitClimbing(0); return; } mStartClimbing = true; } if (CanLadder) { Ladder(); } else if (CanRope) { Rope(); } else { ExitClimbing(0); return; } // while climbing zero jump count. mJumpCount = 0; mClimbMoveType = JCS_ClimbMoveType.IDLE; if (mAutoClimb) { mClimbMoveType = mAutoClimbDirection; } else { // process input if (JCS_Input.GetKey(this.ClimbUpKey)) { mClimbMoveType = JCS_ClimbMoveType.MOVE_UP; } else if (JCS_Input.GetKey(this.mClimbDownKey)) { mClimbMoveType = JCS_ClimbMoveType.MOVE_DOWN; } else { mClimbMoveType = JCS_ClimbMoveType.IDLE; GetCharacterAnimator().StopAnimationInFrame(); } } bool climbing = false; // process velocity switch (mClimbMoveType) { case JCS_ClimbMoveType.IDLE: this.mVelocity.y = 0; break; case JCS_ClimbMoveType.MOVE_UP: this.mVelocity.y = MoveSpeed; climbing = true; break; case JCS_ClimbMoveType.MOVE_DOWN: this.mVelocity.y = -MoveSpeed; climbing = true; break; } if (climbing) { if (m2DClimbingObject == null) { ExitClimbing(0); return; } // let x axis the same as ladder x axis. Vector3 newPos = this.transform.position; newPos.x = m2DClimbingObject.transform.position.x; this.transform.position = newPos; // start the animation agian GetCharacterAnimator().PlayAnimationInFrame(); } else { if (JCS_Input.GetKey(this.JumpKey) || JCS_Input.GetKey(this.JumpKey)) { if (JCS_Input.GetKey(this.LeftKey) || JCS_Input.GetKey(this.RightKey)) { ExitClimbing(); mExitingClimbing = true; } } } if (isGrounded()) { ExitClimbing(0); } }
private void Test() { if (!mTestWithKey) { return; } if (JCS_Input.GetKey(KeyCode.F1)) { SwitchState(JCS_CursorCustomizeType.NORMAL_SELECT); } if (JCS_Input.GetKey(KeyCode.F2)) { SwitchState(JCS_CursorCustomizeType.HELP_SELECT); } if (JCS_Input.GetKey(KeyCode.F3)) { SwitchState(JCS_CursorCustomizeType.WORKING_IN_BACKGROUND); } if (JCS_Input.GetKey(KeyCode.F4)) { SwitchState(JCS_CursorCustomizeType.BUSY); } if (JCS_Input.GetKey(KeyCode.F5)) { SwitchState(JCS_CursorCustomizeType.PRECISION_SELECT); } if (JCS_Input.GetKey(KeyCode.F6)) { SwitchState(JCS_CursorCustomizeType.TEXT_SELECT); } if (JCS_Input.GetKey(KeyCode.F7)) { SwitchState(JCS_CursorCustomizeType.HANDWRITING); } if (JCS_Input.GetKey(KeyCode.F8)) { SwitchState(JCS_CursorCustomizeType.UNAVAILABLE); } if (JCS_Input.GetKey(KeyCode.F9)) { SwitchState(JCS_CursorCustomizeType.VERTICAL_RESIZE); } if (JCS_Input.GetKey(KeyCode.F10)) { SwitchState(JCS_CursorCustomizeType.HORIZONTAL_RESIZE); } if (JCS_Input.GetKey(KeyCode.F11)) { SwitchState(JCS_CursorCustomizeType.DIAGONAL_RESIZE_1); } if (JCS_Input.GetKey(KeyCode.F12)) { SwitchState(JCS_CursorCustomizeType.DIAGONAL_RESIZE_2); } if (JCS_Input.GetKey(KeyCode.F13)) { SwitchState(JCS_CursorCustomizeType.MOVE); } if (JCS_Input.GetKey(KeyCode.F14)) { SwitchState(JCS_CursorCustomizeType.ALTERNATE_SELECT); } if (JCS_Input.GetKey(KeyCode.F15)) { SwitchState(JCS_CursorCustomizeType.LINK_SELECT); } }
/// <summary> /// Process/Handle the inputs from the user. /// </summary> private void ProcessInput() { if (!mAction) { if (JCS_Input.GetKey(mShootAction.ShootKeyCode) || JCS_Input.GetMouseByAction(mShootAction.KeyAct, mShootAction.MouseButton)) { // find the target switch (mShootAction.GetTrackType()) { case JCS_ShootAction.TrackType.CLOSEST: mDetectedObject = mShootAction.GetDetectAreaAction().FindTheClosest(); break; case JCS_ShootAction.TrackType.FURTHEST: mDetectedObject = mShootAction.GetDetectAreaAction().FindTheFurthest(); break; } mAction = true; } } if (mAfterDelay) { mActionTimer += Time.deltaTime; if (mTimeDelayAfterShoot < mActionTimer) { // reset timer mActionTimer = 0; // can do the next shoot mAction = false; // exit delay process mAfterDelay = false; } } if (mAction && !mAfterDelay) { mActionTimer += Time.deltaTime; if (mTimeBeforeShoot < mActionTimer) { if (mShootAction.GetShootCallback() != null) { // do call back mShootAction.GetShootCallback().Invoke(); } // Do shooting effect Shoots(mHit, this.transform.position); // start after delay timer. mAfterDelay = true; // reset timer for "mAfterDelay" Trigger. mActionTimer = 0; } } }