public bool IsDown() { float Axis = JoystickManager.GetAxis(JoystickNumber, AxisNumber); //Ensure that it is the same sign as the threshold, and beyond it. return((Math.Abs(Axis) >= Math.Abs(Threshold)) && (Math.Sign(Axis) == Math.Sign(Threshold))); }
private void Movement() { var h = -_joyManager.GetAxis(JoystickAxis.HORIZONTAL); var v = -_joyManager.GetAxis(JoystickAxis.VERTICAL); IsHolding = _joyManager.CheckButton(JoystickButton.B, Input.GetButton) && CanHold; if (!IsHolding) { currentSpeed = Mathf.SmoothDamp(currentSpeed, WalkSpeed, ref speedSmothvelocity, SPEED_SMOTH_TIME); MovementManger.NextPosition(transform, h, currentSpeed, TowerObject, Tower.CharacterLayer, ref lookDir, PlayerLookOffset); bool isAboveMid = false; if (IsAnchord) { isAboveMid = Anchor.position.y < (transform.position.y + Rope.offsetY); } else { isAboveMid = Rope.transform.position.y < (transform.position.y + Rope.offsetY); } if (!characterController.isGrounded && IsAnchord && !isAboveMid || !characterController.isGrounded && Rope.IsOtherHolding(PlayerNumber) && !isAboveMid) { velocityY = Mathf.Clamp(velocityY - Gravity * Time.fixedDeltaTime, MinV, MaxV); velocityY = Mathf.Clamp(velocityY + v * UpForce * Time.fixedDeltaTime, MinV, MaxV); } else { velocityY -= Gravity * Time.fixedDeltaTime; } characterController.Move(new Vector3(0, velocityY, 0) * Time.fixedDeltaTime); } if (characterController.isGrounded || IsHolding) { velocityY = 0; } UpdateAnimator(Mathf.Abs(h), characterController.isGrounded); }
void Update() { var rigidbody = GetComponent <Rigidbody>(); var velocity = rigidbody.velocity; // Input.Axis var leftStick = JoystickManager.GetAxis(); velocity.x = leftStick.x * moveSpeed * Time.deltaTime; // Input.GetButton if (JoystickManager.GetButtonDown(0)) { velocity.y = jumpVelocity; } rigidbody.velocity = velocity; }