Exemplo n.º 1
0
    //void ProcessInputs()
    //{
    //    //Accumulate horizontal axis input
    //    horizontalMove += Input.GetAxis("Horizontal");

    //    //Accumulate button inputs
    //    jumpPressed = jumpPressed || Input.GetButtonDown("Jump");
    //    jumpHeld = jumpHeld || Input.GetButton("Jump");

    //    //crouchPressed = crouchPressed || Input.GetButtonDown("Crouch");
    //    //crouchHeld = crouchHeld || Input.GetButton("Crouch");
    //}

    void ProcessTouchInputs()
    {
        //If this isn't a mobile platform AND we aren't testing in editor, exit
        if (!Application.isMobilePlatform && !testTouchControlsInEditor)
        {
            return;
        }


        //Accumulate horizontal input
        horizontalMove = joystick.Horizontal;
        verticalMove   = joystick.Vertical;



        //Accumulate jump button input
        jumpPressed = jumpPressed || jumpButton.GetButtonDown();
        //jumpHeld = jumpHeld || jumpButton.GetButton();

        //Accumulate attack button input
        attackPressed = attackPressed || attackButton.GetButtonDown();

        shootPressed = shootPressed || shootButton.GetButtonDown();

        //Using thumbstick, accumulate crouch input
        //bool dPadCrouch = thumbstickInput.y <= -verticalDPadThreshold;
        //crouchPressed = crouchPressed || (dPadCrouch && !dPadCrouchPrev);
        //crouchHeld = crouchHeld || dPadCrouch;

        //Record whether or not playing is crouching this frame (used for determining
        //if button is pressed for first time or held
        //dPadCrouchPrev = dPadCrouch;
    }
Exemplo n.º 2
0
    void ProcessTouchInputs()
    {
        //If this isn't a mobile platform AND we aren't testing in editor, exit
        if (!Application.isMobilePlatform && !testTouchControlsInEditor)
        {
            return;
        }

        Vector2 thumbstickInput = thumbstick.GetDirection();

        //Accumulate horizontal input
        horizontal += thumbstickInput.x;

        //Accumulate jump button input
        jumpPressed = jumpPressed || jumpButton.GetButtonDown();
        jumpHeld    = jumpHeld || jumpButton.GetButton();

        //Using thumbstick, accumulate crouch input
        bool dPadCrouch = thumbstickInput.y <= -verticalDPadThreshold;

        crouchPressed = crouchPressed || (dPadCrouch && !dPadCrouchPrev);
        crouchHeld    = crouchHeld || dPadCrouch;

        //Record whether or not playing is crouching this frame (used for determining
        //if button is pressed for first time or held
        dPadCrouchPrev = dPadCrouch;
    }
Exemplo n.º 3
0
    void ProcessTouchInputs()
    {
        //If this isn't a mobile platform AND we aren't testing in editor, exit
        //これがモバイルプラットフォームではなく、エディターでテストしていない場合は、終了します
        if (!Application.isMobilePlatform && !testTouchControlsInEditor)
        {
            return;
        }

        //Record inputs from screen thumbstick
        //画面のサムスティックからの入力を記録します
        Vector2 thumbstickInput = thumbstick.GetDirection();

        //Accumulate horizontal input
        //水平入力を累積します
        horizontal += thumbstickInput.x;

        //Accumulate jump button input
        //ジャンプボタン入力を累積する
        jumpPressed = jumpPressed || jumpButton.GetButtonDown();
        jumpHeld    = jumpHeld || jumpButton.GetButton();

        //Using thumbstick, accumulate crouch input
        //サムスティックを使用して、しゃがみ入力を蓄積します
        bool dPadCrouch = thumbstickInput.y <= -verticalDPadThreshold;

        crouchPressed = crouchPressed || (dPadCrouch && !dPadCrouchPrev);
        crouchHeld    = crouchHeld || dPadCrouch;

        //Record whether or not playing is crouching this frame (used for determining
        //if button is pressed for first time or held
        //再生がこのフレームをしゃがんでいるかどうかを記録します(決定に使用されます
        //ボタンが初めて押された場合、または保持された場合
        dPadCrouchPrev = dPadCrouch;
    }