//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; }
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; }
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; }