Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (!saliste)
        {
            vertical   = Input.GetAxis("Vertical");
            horizontal = Input.GetAxis("Horizontal");

            miRigidbody.AddForce(new Vector3(horizontal, 0, vertical) * velocidad);
            miRigidbody.AddForce(new Vector3(CrossPlatformInputManager.GetAxis("Horizontal"), 0, CrossPlatformInputManager.GetAxis("Vertical")) * velocidad);
        }
        if (CrossPlatformInputManager.GetButton("Jump") && Mathf.Abs(miRigidbody.velocity.y) < 0.01f)
        {
            miRigidbody.AddForce(Vector3.up * fuerzaSalto, ForceMode.Impulse);
        }
    }
Пример #2
0
        private void PollInput()
        {
            _joystickPosition.x = CrossPlatformInputManager.VirtualAxisReference("Vertical").GetValue;
            _joystickPosition.y = CrossPlatformInputManager.VirtualAxisReference("Horizontal").GetValue * -1f;

            if (CrossPlatformInputManager.GetButtonDown("Fire1") || CrossPlatformInputManager.GetButton("Fire1"))
            {
                _isFiring1 = true;
            }

            if (CrossPlatformInputManager.GetButtonUp("Fire1"))
            {
                _isFiring1 = false;
            }
        }
Пример #3
0
 // Update is called once per frame
 void Update()
 {
     if (manager.recording)
     {
         Record();
     }
     else
     {
         PlayBack();
     }
     if (CrossPlatformInputManager.GetButton("Fire1"))
     {
         frameStop = Time.frameCount;
     }
 }
    private void UpdateInputs()
    {
        this.m_Inputs.m_Horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
        this.m_Inputs.m_Vertical   = CrossPlatformInputManager.GetAxis("Vertical");
        this.m_Inputs.m_Jump       = CrossPlatformInputManager.GetButton("Jump");
        this.m_Inputs.m_Duck       = CrossPlatformInputManager.GetButton("Duck");
        if (Input.GetKeyDown(KeyCode.LeftShift))
        {
            this.m_Inputs.m_Sprint = !this.m_Inputs.m_Sprint;
        }
        Vector2 lookInput = InputHelpers.GetLookInput(this.m_LookSensitivityX, this.m_LookSensitivityY, 150f);

        this.m_Inputs.m_MouseX = lookInput.x;
        this.m_Inputs.m_MouseY = lookInput.y;
    }
Пример #5
0
 void Fall()
 {
     if (myRigidBody.velocity.y < 0)
     {
         myRigidBody.velocity += Physics2D.gravity * (fallMultiplier - 1) * Time.deltaTime;
     }
     else if (myRigidBody.velocity.y > 0 && !CrossPlatformInputManager.GetButton("Jump"))
     {
         myRigidBody.velocity += Vector2.up * Physics2D.gravity * (lowJumpMultiplier - 1) * Time.deltaTime;
     }
     else if (myRigidBody.velocity.y == 0 && myFeet.IsTouchingLayers(LayerMask.GetMask("Ground")))
     {
         animator.SetBool("Jumping", false);
     }
 }
Пример #6
0
    // Update is called once per frame
    void Update()
    {
        // 2 opcje - pierwsza zmienna grounded - bool
        // Movement(); // v2 jest czystsza i bardziej praktyczna - ale obie dzialaja
        // CheckGrounded();

        //druga opcja to pominiecie boola przez 'return type function'
        Movement_v2();

        // if (Input.GetMouseButtonDown(0) && IsGrounded()) // IsGrounded() == true -- rownoznaczne
        if ((Input.GetMouseButtonDown(0) || CrossPlatformInputManager.GetButton("A_Button")) && IsGrounded())
        {
            playerAnimation.TriggerAttack();
        }
    }
Пример #7
0
 // Update is called once per frame
 void Update()
 {
     recording = !CrossPlatformInputManager.GetButton("Fire1");
     if (Input.GetKeyDown(KeyCode.P))
     {
         if (!paused)
         {
             Pause();
         }
         else
         {
             Resume();
         }
     }
 }
Пример #8
0
 // Update is called once per frame
 void Update()
 {
     if (CrossPlatformInputManager.GetButton("Facil"))   //Esta condicion hace que cuando se presiona el boton de "Un jugador" se envie al usuario a la seleccion de personaje
     {
         SceneManager.LoadScene("Seleccion_Personaje");  //Esta funcion hace que la escena seleccionada se cargue
     }
     if (CrossPlatformInputManager.GetButton("Medio"))   //Esta condicion hace que cuando se presiona el boton de "Un jugador" se envie al usuario a la seleccion de personaje
     {
         SceneManager.LoadScene("Seleccion_Personaje");  //Esta funcion hace que la escena seleccionada se cargue
     }
     if (CrossPlatformInputManager.GetButton("Dificil")) //Esta condicion hace que cuando se presiona el boton de "Un jugador" se envie al usuario a la seleccion de personaje
     {
         SceneManager.LoadScene("Seleccion_Personaje");  //Esta funcion hace que la escena seleccionada se cargue
     }
 }
Пример #9
0
    // Update is called once per frame
    void Update()
    {
        // Steering
        float h = CrossPlatformInputManager.GetAxis("Horizontal");

        transform.Rotate(h * steerForce / 10, 0, 0);


        // Fly up
        boost = CrossPlatformInputManager.GetButton("Jump");
        if (boost)
        {
            rb.AddRelativeForce(0, boostForce, 0);
        }
    }
Пример #10
0
    // Update is called once per frame
    void Update()
    {
        //Debug.Log("H" + ": " + CrossPlatformInputManager.GetAxis ("Horizontal"));
        //Debug.Log("V" + ": " + CrossPlatformInputManager.GetAxis ("Vertical"));

        if (CrossPlatformInputManager.GetButton("Fire3"))
        {
            tryingToGrab = true;
        }
        else
        {
            tryingToGrab = false;
            isGrabbing   = false;
        }
    }
Пример #11
0
    void Update()
    {
        if (!_dome.CanShoot)
        {
            return;
        }

        if (CrossPlatformInputManager.GetButton("Fire1"))
        {
            if (Time.time > _lastShot + shotCooldown)
            {
                Fire();
            }
        }
    }
Пример #12
0
 // Update is called once per frame
 void Update()
 {
     if (CrossPlatformInputManager.GetButtonDown("C"))
     {
         Debug.Log("C-----GetButtonDown");
     }
     if (CrossPlatformInputManager.GetButton("C"))
     {
         Debug.Log("C-----GetButton");
     }
     else if (CrossPlatformInputManager.GetButtonUp("C") || CrossPlatformInputManager.GetButtonUp("B"))
     {
         SceneManager.LoadScene("Menu");
     }
 }
Пример #13
0
 private void ChangeFOV()
 {
     if (CrossPlatformInputManager.GetButton("Fire2"))
     {
         Camera.main.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, zoomMin, Time.deltaTime * zoomSpeed);
         mouseLook.XSensitivity  = Mathf.Lerp(mouseLook.XSensitivity, mouseSensitivityMin, Time.deltaTime * zoomSpeed);
         mouseLook.YSensitivity  = Mathf.Lerp(mouseLook.YSensitivity, mouseSensitivityMin, Time.deltaTime * zoomSpeed);
     }
     else
     {
         Camera.main.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, zoomMax, Time.deltaTime * zoomSpeed);
         mouseLook.XSensitivity  = Mathf.Lerp(mouseLook.XSensitivity, mouseSensitivityMax, Time.deltaTime * zoomSpeed);
         mouseLook.YSensitivity  = Mathf.Lerp(mouseLook.YSensitivity, mouseSensitivityMax, Time.deltaTime * zoomSpeed);
     }
 }
Пример #14
0
 void Update()
 {
     if (CrossPlatformInputManager.GetButton("Fire1"))
     {
         recording = false;
     }
     else
     {
         recording = true;
     }
     if (Input.GetKeyDown(KeyCode.P))
     {
         PauseResume();
     }
 }
Пример #15
0
    // Update is called once per frame
    void Update()
    {
        bool pressed = CrossPlatformInputManager.GetButton("Fire3");

        if (pressed && Time.time - rechargeTime > timer)
        {
            Projectile newFireball = Instantiate(projectile, source.transform.position, Quaternion.identity).GetComponent <Projectile>();
            newFireball.CreateProjectile((source.transform.position + Camera.main.transform.forward), projectileSpeed, "PlayerParts");
            timer = Time.time;
        }

        var emit = fire.GetComponent <ParticleSystem>().emission;

        emit.enabled = Time.time - rechargeTime > timer;
    }
Пример #16
0
 void Update()
 {
     if (CrossPlatformInputManager.GetButtonDown("Fire1"))
     {
         Shot();
     }
     if (CrossPlatformInputManager.GetButton("Fire1"))
     {
         ChargeShot();
     }
     if (CrossPlatformInputManager.GetButtonUp("Fire1"))
     {
         ReleaseShot();
     }
 }
Пример #17
0
        private void FixedUpdate()
        {
            // Read input for the pitch, yaw, roll and throttle of the aeroplane.
            float roll  = CrossPlatformInputManager.GetAxis("Horizontal");
            float pitch = CrossPlatformInputManager.GetAxis("Pitch");

            m_AirBrakes = CrossPlatformInputManager.GetButton("Fire1");
            m_Yaw       = CrossPlatformInputManager.GetAxis("Yaw");
            m_Throttle  = CrossPlatformInputManager.GetAxis("Vertical");
#if MOBILE_INPUT
            AdjustInputForMobileControls(ref roll, ref pitch, ref m_Throttle);
#endif
            // Pass the input to the aeroplane
            m_Aeroplane.Move(roll, pitch, m_Yaw, m_Throttle, m_AirBrakes);
        }
Пример #18
0
 void Update()
 {
     if (CrossPlatformInputManager.GetButton("Submit") || Input.anyKeyDown)
     {
         if (_sceneName != null)
         {
             SceneManager.LoadScene(_sceneName);
             return;
         }
         else
         {
             SceneManager.LoadScene(1);
         }
     }
 }
        private void FixedUpdate()
        {
            float h = 0f;

            if (CrossPlatformInputManager.GetButton("Punsh"))
            {
                _attaque.Punsh();
            }
            else
            {
                h = CrossPlatformInputManager.GetAxis("Horizontal");
            }
            _character.Move(h, jump);
            jump = false;
        }
Пример #20
0
 void Update()
 {
     Archive.CurrentArchive.PlayTime += (long)(Time.unscaledDeltaTime * 1000);   // 在 scaleTime = 0 之后也能用 , 即便暂停的时候也在计时
     interval += Time.deltaTime;                                                 // 在 scaleTime = 0 之后就是 0 , 这样在暂停的时候就不会刷时间了
     if (interval > 1.0f)
     {
         playTime.text = Archive.CurrentArchive.PlayTimeToStr;
         interval      = 0;
     }
     healthSlider.value = healthManager.Health;
     if (CrossPlatformInputManager.GetButton("O"))
     {
         itemAndOption.SetActive(true);
     }
 }
 void Update()
 {
     if (((CrossPlatformInputManager.GetButton("SlideButton")) || (Input.GetKey(KeyCode.S)) && boy.isrunning))
     {
         slideCollider.enabled  = true;
         normalCollider.enabled = false;
         slideCollider.offset   = offset;
     }
     else
     {
         slideCollider.enabled  = false;
         normalCollider.enabled = true;
         slideCollider.offset   = zero;
     }
 }
Пример #22
0
        private void FixedUpdate()
        {
            input.fireHold        = CrossPlatformInputManager.GetButton("Fire");
            input.specialHold     = CrossPlatformInputManager.GetButton("Special");
            input.afterburnerHold = CrossPlatformInputManager.GetButton("Afterburner");
            input.horizontal      = CrossPlatformInputManager.GetAxis("Horizontal");
            input.vertical        = CrossPlatformInputManager.GetAxis("Vertical");

            if (player)
            {
                player.move(input);
                player.clampToCameraBound(mainCamera);
            }
            input.reset();
        }
Пример #23
0
        // Update is called once per frame
        void Update()
        {
            recording = !CrossPlatformInputManager.GetButton("Fire1");

            if (Input.GetKeyDown(KeyCode.P) && isPaused)
            {
                isPaused = false;
                ResumeGame();
            }
            else if (Input.GetKeyDown(KeyCode.P) && !isPaused)
            {
                isPaused = true;
                PauseGame();
            }
        }
Пример #24
0
 void FixedUpdate()
 {
     if (CrossPlatformInputManager.GetButton("Fire1"))
     {
         AnimController.SetFloat(FireName, 1f);
         AnimController.SetFloat(DrawName, 0f);
         AnimController.SetFloat(IdleName, 0f);
         AnimController.SetFloat(ReloadName, 0f);
         AnimController.SetFloat(AimName, 0f);
         AnimController.SetFloat(MeleeName, 0f);
     }
     else if (CrossPlatformInputManager.GetButton("Reload"))
     {
         AnimController.SetFloat(FireName, 0f);
         AnimController.SetFloat(DrawName, 0f);
         AnimController.SetFloat(IdleName, 0f);
         AnimController.SetFloat(ReloadName, 1f);
         AnimController.SetFloat(AimName, 0f);
         AnimController.SetFloat(MeleeName, 0f);
     }
     else if (CrossPlatformInputManager.GetButton("Fire2"))
     {
         AnimController.SetFloat(FireName, 0f);
         AnimController.SetFloat(DrawName, 0f);
         AnimController.SetFloat(IdleName, 0f);
         AnimController.SetFloat(ReloadName, 0f);
         AnimController.SetFloat(AimName, 1f);
         AnimController.SetFloat(MeleeName, 0f);
     }
     else if (CrossPlatformInputManager.GetButton("Melee"))
     {
         AnimController.SetFloat(FireName, 0f);
         AnimController.SetFloat(DrawName, 0f);
         AnimController.SetFloat(IdleName, 0f);
         AnimController.SetFloat(ReloadName, 0f);
         AnimController.SetFloat(AimName, 0f);
         AnimController.SetFloat(MeleeName, 1f);
     }
     else
     {
         AnimController.SetFloat(FireName, 0f);
         AnimController.SetFloat(DrawName, 0f);
         AnimController.SetFloat(IdleName, 1f);
         AnimController.SetFloat(ReloadName, 0f);
         AnimController.SetFloat(AimName, 0f);
         AnimController.SetFloat(MeleeName, 0f);
     }
 }
        // Fixed update is called in sync with physics
        private void FixedUpdate()
        {
            // read inputs
            float h         = CrossPlatformInputManager.GetAxis("Horizontal");
            float v         = CrossPlatformInputManager.GetAxis("Vertical");
            bool  crouch    = CrossPlatformInputManager.GetButton("Crouch");
            bool  block     = CrossPlatformInputManager.GetButton("Block");
            bool  attackOne = CrossPlatformInputManager.GetButtonDown("AttackOne");
            bool  attackTwo = CrossPlatformInputManager.GetButtonDown("AttackTwo");
            bool  run       = CrossPlatformInputManager.GetButton("Run");
            bool  oneEighty = CrossPlatformInputManager.GetButtonDown("OneEighty");

            m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            Vector3 lookAt;

            // calculate move direction to pass to character

            // calculate camera relative direction to move:
            m_CamForward = Vector3.Scale(Vector3.forward, new Vector3(1, 0, 1)).normalized;
            m_Move       = v * m_CamForward + h * Vector3.right;
            m_Move       = Quaternion.Euler(transform.rotation.eulerAngles) * m_Move;

            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit))
            {
                Vector3 dir = hit.point - ray.origin;
                Debug.DrawRay(ray.origin, dir, Color.red, 0);
                //Debug.Log(hit.point);
                lookAt = hit.point;
            }
            else
            {
                lookAt = Vector3.zero;
            }

            //lookAt = new Vector3(ray.origin.x, transform.position.y, ray.origin.x);
            //lookAt -= transform.position;
#if !MOBILE_INPUT
            // walk speed multiplier
            //if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif

            // pass all parameters to the character control script
            m_Character.Move(m_Move, crouch, m_Jump, block, attackOne, attackTwo, run, oneEighty, lookAt);
            m_Jump = false;
        }
Пример #26
0
    void FixedUpdate()
    {
        if (GameStateController.fieldView.transitioning)
        {
            return;
        }

        if (attacking)
        {
            timeSinceLastAttack += Time.deltaTime;
            if (timeSinceLastAttack >= GameStateController.playerController.GetAttackRate() ||
                CrossPlatformInputManager.GetButtonUp("Left") ||
                CrossPlatformInputManager.GetButtonUp("Right"))
            {
                ResetAttack();
            }
            else
            {
                return;
            }
        }

        if (CrossPlatformInputManager.GetButton("Right"))
        {
            if (engaged && transform.localScale.x == 1)
            {
                Attack();
            }
            else
            {
                MoveRight();
            }
        }
        else if (CrossPlatformInputManager.GetButton("Left"))
        {
            if (!(GameStateController.characterMetaDataController.characterMetaDataModel.currentDistance == 0 && transform.position.x == -5))
            {
                if (engaged && transform.localScale.x == -1)
                {
                    Attack();
                }
                else
                {
                    MoveLeft();
                }
            }
        }
    }
Пример #27
0
    // Update is called once per frame
    void Update()
    {
        float xPos = joystick.GetComponent <RectTransform>().anchoredPosition.x;
        float yPos = joystick.GetComponent <RectTransform>().anchoredPosition.y;

        float xRotation = (float)(Math.Atan2(xPos, yPos) * (180 / 3.1415) * -1);

        // Debug.Log(xRotation);
        //Vector3 rotation = new Vector3(0,0 , xRotation);
        transform.localEulerAngles = new Vector3(0, 0, xRotation);
        //transform.Rotate(rotation);


        Vector2 moveVec      = new Vector2(CrossPlatformInputManager.GetAxis("Horizontal"), CrossPlatformInputManager.GetAxis("Vertical")) * moveForce;
        bool    isBoosting   = CrossPlatformInputManager.GetButton("Dash");
        bool    keyboardDash = Input.GetButtonDown("KeyboardDashButton");

        if (deltaTime1 == 0)
        {
            buttonAvailable = true;
        }
        if ((isBoosting || keyboardDash) && buttonAvailable)
        {
            deltaTime1 += 1;
            animation.SetTrigger("Dash");
        }
        if (deltaTime1 >= 1 && deltaTime1 <= 20)
        {
            deltaTime1++;
            isDashing            = true;
            buttonAvailable      = false;
            cooldown.fillAmount += .04f;
            cooldown.fillAmount  = 0;
        }
        else if (deltaTime1 > 20 && deltaTime1 < 50)
        {
            isDashing       = false;
            buttonAvailable = false;
            deltaTime1++;
            cooldown.fillAmount += .04f;
        }
        if (deltaTime1 == 50)
        {
            deltaTime1 = 0;
        }
        myBody.velocity = (moveVec * (isDashing ? dashForce : 1));
        //myBody.velocity = (moveVec * dashForce);
    }
Пример #28
0
    void Update()
    {
        if (rb.position.y < -12f)
        {
            if (dCount == 0)
            {
                FindObjectOfType <AudioManager>().Play("Death");
                dCount = 1;
                totalDeathCount++; dd.SavePlayer();
            }

            if (SceneManager.GetActiveScene().name == "Level01" || SceneManager.GetActiveScene().name == "Level12")
            {
                rb.transform.position = new Vector2(targetRespawn.transform.position.x + Random.Range(-4f, 4f), 5f);
            }
            else
            {
                StartCoroutine(RestartLevel());
            }
        }

        //jump code
        if (CrossPlatformInputManager.GetButtonDown("Jump") && isGrounded == true)
        {
            anim.SetTrigger("takeOff");
            rb.velocity = Vector2.up * jumpForce;
            FindObjectOfType <AudioManager>().Play("Jump");
        }

        if (isGrounded == true)
        {
            anim.SetBool("isJumping", false);
        }
        else
        {
            anim.SetBool("isJumping", true);
        }

        //better Jump Code
        if (rb.velocity.y < 0)
        {
            rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime;
        }
        else if (rb.velocity.y > 0 && !CrossPlatformInputManager.GetButton("Jump"))
        {
            rb.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime;
        }
    }
Пример #29
0
    /// <summary>
    /// プレイヤー移動処理
    /// </summary>
    protected virtual void playerMoveUpdate()
    {
        m_PlayerMoveVelocity  = Vector3.zero;
        m_PlayerMoveDetection = Vector3.zero;

        //前進
        if (CrossPlatformInputManager.GetButton("PlayerMoveForward"))
        {
            m_PlayerMoveDetection.z += 1.0f;
        }
        //後退
        if (CrossPlatformInputManager.GetButton("PlayerMoveBack"))
        {
            m_PlayerMoveDetection.z -= 1.0f;
        }
        //左平行移動
        if (CrossPlatformInputManager.GetButton("PlayerMoveLeft"))
        {
            m_PlayerMoveDetection.x -= 1.0f;
        }
        //右平行移動
        if (CrossPlatformInputManager.GetButton("PlayerMoveRight"))
        {
            m_PlayerMoveDetection.x += 1.0f;
        }

        m_PlayerMoveVelocity  = this.transform.TransformDirection(m_PlayerMoveDetection);
        m_PlayerMoveVelocity *= m_PlayerMoveSpeed;         //移動スピード

        //ジャンプ
        if (!m_JumpButtonPushingFlag && CrossPlatformInputManager.GetButtonDown("PlayerJump"))
        {
            if (m_CharacterController.isGrounded)
            {
                Debug.Log("JUMP");
                m_PlayerMoveVelocity.y += m_PlayerJumpPower;
            }
            m_JumpButtonPushingFlag = true;
        }
        else if (CrossPlatformInputManager.GetButtonUp("PlayerJump"))
        {
            m_JumpButtonPushingFlag = false;
        }

        m_PlayerMoveVelocity.y -= m_PlayerGravity;         //重力

        m_CharacterController.Move(m_PlayerMoveVelocity * Time.deltaTime);
    }
        private void FixedUpdate()
        {
            if (!isAccelation)
            {
                Mathf.Clamp(_airplane.MaxSpeed -= 1f, 200, 100);
                if (_airplane.MaxSpeed < 100)
                {
                    _airplane.MaxSpeed = 100;
                    isAccelation       = true;
                }
            }
#if UNITY_STANDALONE_WIN
            //Read input for the pitch, yaw, roll and throttle of the aeroplane.

            float mousePitch = ControlsPrefs.IsMouseEnabled ? CrossPlatformInputManager.GetAxis("Mouse Y") : 0;
            float mouseRoll  = ControlsPrefs.IsMouseEnabled ? CrossPlatformInputManager.GetAxis("Mouse X") : 0;

            float roll = ControlsPrefs.IsRollEnabled? CrossPlatformInputManager.GetAxis("Roll") + mouseRoll : 0;
            //Read inputs. They are clamped in AeroplaneController, so can go out of [-1, 1] here.

            float pitch = (ControlsPrefs.IsInversePitch ? -1f : 1f) * CrossPlatformInputManager.GetAxis("Pitch");
            float yaw   = CrossPlatformInputManager.GetAxis("Yaw");
#endif

#if UNITY_ANDROID
            rotateClamp = rightRotateClamp != 0 ? rightRotateClamp : leftRotateClamp;
            float roll = ControlsPrefs.IsRollEnabled ? rotateClamp : 0;
            yaw = Input.acceleration.x * 1.5f;
            float pitch;
            // float pitch = (ControlsPrefs.IsInversePitch ? -1f : 1f) * (Input.acceleration.y*1.5f);
            if (PlayerPrefs.GetInt("ReviseDirection") == 0)
            {
                pitch = (ControlsPrefs.IsInversePitch ? -1f : 1f) * (Input.acceleration.y * 1.5f);
                //正向控制
            }
            else
            {
                pitch = -(ControlsPrefs.IsInversePitch ? -1f : 1f) * (Input.acceleration.y * 1.5f);
                //反向控制
            }
#endif
            bool airBrakes = CrossPlatformInputManager.GetButton("Brakes");
            // auto throttle up, or down if braking.
            float throttle = airBrakes ? -1 : 1;

            // Pass the input to the aeroplane
            _airplane.Move(roll, pitch, yaw, throttle, airBrakes);
        }