Exemplo n.º 1
0
        void ReadEvents()
        {
            CustomInput customInput = CustomInput.Instance;

            if (customInput.GetButtonDown("LeftClick"))
            {
                m_ped.OnFireButtonPressed();
            }

            if (customInput.GetButtonDown("RightClick"))
            {
                m_ped.OnAimButtonPressed();
            }

            if (customInput.GetKeyDown(KeyCode.Q))
            {
                m_ped.OnPreviousWeaponButtonPressed();
            }
            else if (customInput.GetKeyDown(KeyCode.E))
            {
                m_ped.OnNextWeaponButtonPressed();
            }

            if (customInput.GetButtonDown("Use"))
            {
                m_ped.OnSubmitPressed();
            }

            if (customInput.GetButtonDown("Jump"))
            {
                m_ped.OnJumpButtonPressed();
            }

            if (customInput.GetKeyDown(KeyCode.C))
            {
                m_ped.OnCrouchButtonPressed();
            }

            if (customInput.GetKeyDown(KeyCode.G))
            {
                m_ped.OnButtonPressed("G");
            }

            if (customInput.GetKeyDown(KeyCode.H))
            {
                m_ped.OnButtonPressed("H");
            }

            if (customInput.GetKeyDown(KeyCode.T))
            {
                m_ped.OnFlyButtonPressed();
            }

            if (customInput.GetKeyDown(KeyCode.R))
            {
                m_ped.OnFlyThroughButtonPressed();
            }
        }
        private void Update()
        {
            // Get the input vector from keyboard or analog stick
            var directionVector = new Vector3(CustomInput.GetAxis(_HorizontalAxis), 0, CustomInput.GetAxis(_VerticalAxis));

            // Debug.Log(directionVector);
            if (directionVector != Vector3.zero)
            {
                // Get the length of the directon vector and then normalize it
                // Dividing by the length is cheaper than normalizing when we already have the length anyway
                var directionLength = directionVector.magnitude;
                directionVector = directionVector / directionLength;

                // Make sure the length is no bigger than 1
                directionLength = Mathf.Min(1, directionLength);

                // Make the input vector more sensitive towards the extremes and less sensitive in the middle
                // This makes it easier to control slow speeds when using analog sticks
                directionLength = directionLength * directionLength;

                // Multiply the normalized direction vector by the modified length
                directionVector = directionVector * directionLength;
            }

            // Apply the direction to the CharacterMotor
            motor.inputMoveDirection = transform.rotation * directionVector;


            motor.inputJump = CustomInput.GetButtonDown(_JumpButton);
        }
Exemplo n.º 3
0
 void Update()
 {
     if (!isPaused)
     {
         if (CustomInput.GetButtonDown(_PauseKey))
         {
             Pause();
             pauseMenu.Open();
         }
     }
 }
Exemplo n.º 4
0
 bool GetButtonDown(int button)
 {
     return(CustomInput.GetButtonDown(button));
 }