Exemplo n.º 1
0
    void Update()
    {
        // Get the input vector from kayboard or analog stick
        Vector3 directionVector = new Vector3(InputProxy.GetAxis("Horizontal"), 0, InputProxy.GetAxis("Vertical"));

        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
            float 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          = InputProxy.GetButton("Jump");
    }
Exemplo n.º 2
0
    void Update()
    {
        if (axes == RotationAxes.MouseXAndY)
        {
            float rotationX = transform.localEulerAngles.y + InputProxy.GetAxis("Mouse X") * sensitivityX;

            rotationY += InputProxy.GetAxis("Mouse Y") * sensitivityY;
            rotationY  = Mathf.Clamp(rotationY, minimumY, maximumY);

            transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
        }
        else if (axes == RotationAxes.MouseX)
        {
            transform.Rotate(0, InputProxy.GetAxis("Mouse X") * sensitivityX, 0);
        }
        else
        {
            rotationY += InputProxy.GetAxis("Mouse Y") * sensitivityY;
            rotationY  = Mathf.Clamp(rotationY, minimumY, maximumY);

            transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
        }
    }