void IncreaseStamina() { if (!PlayerStates.Singleton.IsSprinting && !GameInputManager.GetKey("Sprint") && !GameInputManager.GetKey("Jump") && !PlayerStates.Singleton.IsDead) { PlayerStates.Singleton.Stamina += PlayerStates.Singleton.StaminaStep; } }
void CheckTools() { if (GameInputManager.GetKey("SoftRepairTool")) { List <Collider2D> targets = attackBox.Collisions(); foreach (Collider2D coll in targets) { if (coll.GetComponent <Interactable>() != null) { coll.GetComponent <Interactable>().OnSoftRepair(); } } } if (GameInputManager.GetKey("HardRepairTool")) { List <Collider2D> targets = attackBox.Collisions(); foreach (Collider2D coll in targets) { if (coll.GetComponent <Interactable>() != null) { coll.GetComponent <Interactable>().OnHardRepair(); } } } }
public void InputKey() { SoundManager.Instance.Click(); changingBinding = true; description.text = "Choose a key to bind the action : " + actionKey; keyBind.text = GameInputManager.GetKey(actionKey).ToString(); panelBinding.SetActive(true); saveKeyBind.onClick.AddListener(delegate { ChangeMappingKey(actionKey); panelBinding.SetActive(false); }); }
public void SendMovementValues() { directionMove = Vector3.zero; if (GameInputManager.GetKey("Right")) { directionMove += Vector3.right; } if (GameInputManager.GetKey("Left")) { directionMove -= Vector3.right; } if (GameInputManager.GetKey("Forward")) { directionMove += Vector3.forward; } if (GameInputManager.GetKey("Backward")) { directionMove -= Vector3.forward; } if (GameInputManager.GetKey("Shift")) { if (!isRunning && runningTimer < halfRunningDuration) { isRunning = false; runningTimer = Mathf.Clamp(runningTimer + Time.fixedDeltaTime * 0.5f, 0f, runningDuration); } else if (runningTimer <= 0f) { isRunning = false; } else { isRunning = true; runningTimer = Mathf.Clamp(runningTimer - Time.fixedDeltaTime, 0f, runningDuration); } } else { isRunning = false; runningTimer = Mathf.Clamp(runningTimer + Time.fixedDeltaTime * 0.5f, 0f, runningDuration); } if (Input.mouseScrollDelta.y != 0f) { InventoryUI.instance.SelectOrb((int)Math.Abs(Input.mouseScrollDelta.y)); } directionMove = directionMove.normalized; playerMove.SetDirection(directionMove * (isRunning? multiplyRunningValue : 1f)); }
void Update() { if (GameInputManager.GetKey("MoveForward")) { print("Touche Enfoncée"); } else { print("Touche Pas Enfoncée"); } }
void FixedUpdate() { if (GameInputManager.GetKey("Cancel") && currentSceneIndex == gameSceneIndex) { LoadMainMenuScene(); } if (PlayerStates.Singleton.IsDead && !isLoadMainMenuSceneInvoked) { Invoke("LoadMainMenuScene", 10 * Time.timeScale); isLoadMainMenuSceneInvoked = true; } }
protected override void VerticalMovement() { if (GameInputManager.GetKey(DefaultGameInput.JUMP_KEY_CODE)) { JumpInputHandle(); } else { m_JumpHold = false; } GravityAttract(); }
// Update is called once per frame void SpaceshipMovement() { if (isInSpaceshipControlMode == true) { //DEPLACEMENTS if (GameInputManager.GetKey("MoveForward")) { spaceshipController.AddForce(transform.forward * speed * Time.deltaTime); print("MoveForward"); } if (GameInputManager.GetKey("MoveBackward")) { spaceshipController.AddForce(-transform.forward * speed * Time.deltaTime); } if (GameInputManager.GetKey("MoveRight")) { spaceshipController.AddForce(transform.right * speed * Time.deltaTime); } if (GameInputManager.GetKey("MoveLeft")) { spaceshipController.AddForce(-transform.right * speed * Time.deltaTime); } if (GameInputManager.GetKey("MoveUp")) { spaceshipController.AddForce(transform.up * speed * Time.deltaTime); } if (GameInputManager.GetKey("MoveDown")) { spaceshipController.AddForce(-transform.up * speed * Time.deltaTime); } //ROTATIONS if (GameInputManager.GetKey("YawL")) { } } }
// Update is called once per frame void LateUpdate() { if (PlayerStates.Singleton.IsDead) { die.Execute(animator); return; } // Pause Game if (GameInputManager.GetKeyUp("Pause")) { PlayerStates.Singleton.TooglePause(); } if (PlayerStates.Singleton.IsPaused) { return; } PlayerStates.Singleton.Position = transform.position; PlayerStates.Singleton.IsWalking = GameInputManager.GetKey("Walk"); PlayerStates.Singleton.IsGrounded = characterController.isGrounded; if (PlayerStates.Singleton.IsGrounded) { // Move float verticalAxis = 0f; if (GameInputManager.GetKey("Forward")) { verticalAxis = 1f; } else if (GameInputManager.GetKey("Backward")) { verticalAxis = -1f; } if (GameInputManager.GetKey("Sprint") && PlayerStates.Singleton.Stamina > 0f) { PlayerStates.Singleton.IsSprinting = true; } else { PlayerStates.Singleton.IsSprinting = false; } moveDirection = new Vector3(0, 0, verticalAxis); moveDirection = transform.TransformDirection(moveDirection); if (verticalAxis > 0 && PlayerStates.Singleton.IsWalking) { moveDirection *= PlayerStates.Singleton.WalkingSpeed; walk.Execute(animator); } else if (verticalAxis < 0) { PlayerStates.Singleton.IsWalkingBackward = true; moveDirection *= PlayerStates.Singleton.WalkingBackSpeed; walkBack.Execute(animator); } else if (verticalAxis > 0) { PlayerStates.Singleton.IsRunning = true; PlayerStates.Singleton.IsWalkingBackward = false; moveDirection *= PlayerStates.Singleton.RunningSpeed + (PlayerStates.Singleton.IsSprinting ? PlayerStates.Singleton.SprintSpeedBoost : 0); run.Execute(animator); } else { PlayerStates.Singleton.IsWalkingBackward = false; PlayerStates.Singleton.IsRunning = false; idle.Execute(animator); } // Jumps if (GameInputManager.GetKey("Jump") && !PlayerStates.Singleton.IsJumping && PlayerStates.Singleton.IsWalking && PlayerStates.Singleton.Stamina >= PlayerStates.Singleton.StaminaNeededForJump && !PlayerStates.Singleton.IsWalkingBackward) { PlayerStates.Singleton.IsJumping = true; Invoke("SetIsJumpingToFalse", 2.8f * Time.timeScale); PlayerStates.Singleton.Stamina -= PlayerStates.Singleton.StaminaNeededForJump; moveDirection.y = PlayerStates.Singleton.JumpHeight; moveDirection.z = PlayerStates.Singleton.JumpDistance; moveDirection = transform.TransformDirection(moveDirection); jump.Execute(animator); } else if (GameInputManager.GetKey("Jump") && PlayerStates.Singleton.IsWalkingBackward) { moveDirection.y = PlayerStates.Singleton.BackJumpSpeed; moveDirection.z = -PlayerStates.Singleton.BackJumpDistance; moveDirection = transform.TransformDirection(moveDirection); jumpBack.Execute(animator); } } // Gravity moveDirection.y -= PlayerStates.Singleton.Gravity * Time.deltaTime; characterController.Move(moveDirection * Time.deltaTime); // Rotation float horizontalAxis = 0; if (GameInputManager.GetKey("Left")) { horizontalAxis = -1f; } else if (GameInputManager.GetKey("Right")) { horizontalAxis = 1f; } transform.Rotate(0, horizontalAxis * PlayerStates.Singleton.RotationSpeed, 0); transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.FromToRotation(transform.up, GetHitNormal()) * transform.rotation, 5 * Time.deltaTime); }
// Update is called once per frame void Update() { iFramesLeft--; if (explosionMomentum != Vector2.zero) { rb.velocity = explosionMomentum; cam.targetPosition = transform.position + camOffset; explosionMomentum = Vector2.MoveTowards(explosionMomentum, Vector2.zero, deceleration); return; } if (GameInputManager.isConfiguringControls || isUsingPreview) { return; } if (GameInputManager.GetKey("Block")) { blocking = true; return; } else { blocking = false; } cam.targetPosition = transform.position + camOffset; movementUp = 0; movementDown = 0; movementRight = 0; movementLeft = 0; if (GameInputManager.GetKey("Up")) { movementUp = speed; } if (GameInputManager.GetKey("Down")) { movementDown = speed; } if (GameInputManager.GetKey("Left")) { movementLeft = speed; } if (GameInputManager.GetKey("Right")) { movementRight = speed; } rb.velocity = new Vector3(movementRight - movementLeft, movementUp - movementDown, 0); if (movementRight - movementLeft != 0 || movementUp - movementDown != 0) { playerFacing = new Vector2(movementRight - movementLeft, movementUp - movementDown); animator.SetBool("Moving", true); animator.SetInteger("Direction", GetFacingDirection()); } else { animator.SetBool("Moving", false); } switch (GetFacingDirection()) { case 0: attackBox.Move(new Vector3(0, 0.8f, 0) + transform.position + new Vector3(0, -0.5f, 0)); attackBox.transform.eulerAngles = new Vector3(0, 0, 0); break; case 1: attackBox.Move(new Vector3(0.8f, 0, 0) + transform.position + new Vector3(0, -0.5f, 0)); attackBox.transform.eulerAngles = new Vector3(0, 0, 90); break; case 2: attackBox.Move(new Vector3(0, -0.8f, 0) + transform.position + new Vector3(0, -0.5f, 0)); attackBox.transform.eulerAngles = new Vector3(0, 0, 180); break; case 3: attackBox.Move(new Vector3(-0.8f, 0, 0) + transform.position + new Vector3(0, -0.5f, 0)); attackBox.transform.eulerAngles = new Vector3(0, 0, 270); break; } CheckAttack(); CheckBow(); CheckBomb(); CheckTools(); bombCooldown--; bowCounter--; attackCooldown--; attackCounter--; }