SimpleMove() 공개 메소드

Moves the character with speed.

public SimpleMove ( Vector3 speed ) : bool
speed Vector3
리턴 bool
예제 #1
0
    private void Move()
    {
        Vector3 inputMovement = new Vector3(_inputMove.x, 0, _inputMove.y) * this._movementSpeed;
        Vector3 movement      = transform.forward * inputMovement.z + transform.right * inputMovement.x;

        charController.SimpleMove(movement);
    }
 static public int SimpleMove(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l);
         UnityEngine.Vector3             a1;
         checkType(l, 2, out a1);
         var ret = self.SimpleMove(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
예제 #3
0
 static public int SimpleMove(IntPtr l)
 {
     try {
         UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l);
         UnityEngine.Vector3             a1;
         checkType(l, 2, out a1);
         var ret = self.SimpleMove(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #4
0
 static public int SimpleMove(IntPtr l)
 {
     try{
         UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l);
         UnityEngine.Vector3             a1;
         checkType(l, 2, out a1);
         System.Boolean ret = self.SimpleMove(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static int SimpleMove(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.CharacterController obj  = (UnityEngine.CharacterController)ToLua.CheckObject(L, 1, typeof(UnityEngine.CharacterController));
         UnityEngine.Vector3             arg0 = ToLua.ToVector3(L, 2);
         bool o = obj.SimpleMove(arg0);
         LuaDLL.lua_pushboolean(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #6
0
    static int SimpleMove(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.CharacterController.SimpleMove");
#endif
        try
        {
            ToLua.CheckArgsCount(L, 2);
            UnityEngine.CharacterController obj  = (UnityEngine.CharacterController)ToLua.CheckObject(L, 1, typeof(UnityEngine.CharacterController));
            UnityEngine.Vector3             arg0 = ToLua.ToVector3(L, 2);
            bool o = obj.SimpleMove(arg0);
            LuaDLL.lua_pushboolean(L, o);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
    // Update is called once per frame
    void Update()
    {
        // Rotate around y-axis
        float newRotation = Input.GetAxis("Horizontal") * rotationSpeed;
        transform.Rotate(0, newRotation * Time.deltaTime, 0);

        // Calculate speed
        float newSpeed = Input.GetAxis("Vertical") * speed;
        if (Input.GetKey("left shift"))
        {
            newSpeed *= 1.5f;
        }

        controller = GetComponent<CharacterController>();
        controller.SimpleMove(transform.TransformDirection(Vector3.forward) * newSpeed);

        // Update the speed in the Animation script
        SendMessage("SetCurrentSpeed", newSpeed, SendMessageOptions.DontRequireReceiver);
        SendMessage("SetCurrentLean", Input.GetAxis("Horizontal"), SendMessageOptions.DontRequireReceiver);
    }
예제 #8
0
 //Factoring out in case of expansion/adding footsteps or whatever
 void Move(Vector3 forward, CharacterController controller, float currentSpeed)
 {
     controller.SimpleMove(forward * currentSpeed);
 }