// Update() is called once per frame void Update() { // Input.GetKeyDown() is true if the key gets pressed within that frame EscapeDown = Input.GetKeyDown(KeyCode.Escape); BackSpaceDown = Input.GetKeyDown(KeyCode.Backspace); EnterKeyDown = Input.GetKeyDown(KeyCode.Return); F1KeyDown = Input.GetKeyDown(KeyCode.F1); RightMouseDown = Input.GetKeyDown(KeyCode.Mouse1); PKeyDown = Input.GetKey(KeyCode.P); UpArrow = Input.GetKey(KeyCode.UpArrow); DownArrow = Input.GetKey(KeyCode.DownArrow); LeftArrowDown = Input.GetKeyDown(KeyCode.LeftArrow); RightArrowDown = Input.GetKeyDown(KeyCode.RightArrow); // Quit Application if (EscapeDown) { Application.Quit(); } // Enable or Disable user controller viewing if (BackSpaceDown) { MouseAndControllerLook.enabled = false; } if (EnterKeyDown) { MouseAndControllerLook.enabled = true; } // Enable/disable all inputs except movement from the controller if (F1KeyDown) { ControllerInput.movementOnly = !ControllerInput.movementOnly; } // Pause or unpause the simulation if (RightMouseDown || PKeyDown) { NBodySim.TogglePause(); } // Change Speed Scale (i.e. highlight precision) if (UpArrow) { NBodySim.IncreaseSpeedScale(); } if (DownArrow) { NBodySim.DecreaseSpeedScale(); } // Cycle Data files if (LeftArrowDown) { CycleICs.PreviousInitialContdition(); } if (RightArrowDown) { CycleICs.NextInitialContdition(); } }
void Update() { LeftStickX = -Input.GetAxis("Horizontal"); // left is +1, right is -1 LeftStickY = -Input.GetAxis("Vertical"); // up is +1, down is -1 // GetKey = active while held; GetKeyDown = active during the frame in which the button is pressed. // See http://wiki.unity3d.com/index.php?title=Xbox360Controller for button mappings (diagram here http://wiki.unity3d.com/index.php/File:X360Controller2.png) aButton = Input.GetKey(KeyCode.Joystick1Button0); bButtonDown = Input.GetKeyDown(KeyCode.Joystick1Button1); xButtonDown = Input.GetKeyDown(KeyCode.Joystick1Button2); yButtonDown = Input.GetKeyDown(KeyCode.Joystick1Button3); LeftBumper = Input.GetKey(KeyCode.Joystick1Button4); RightBumper = Input.GetKey(KeyCode.Joystick1Button5); StartButtonDown = Input.GetKeyDown(KeyCode.JoystickButton7); // right trigger is represented by range -1 to 0, left trigger by range 0 to 1 Triggers = -Input.GetAxis("Triggers"); // Movement forward = _Camera.transform.TransformDirection(Vector3.forward); left = _Camera.transform.TransformDirection(Vector3.left); up = _Camera.transform.TransformDirection(Vector3.up); speed = (aButton) ? moveSpeed * 1.7f : moveSpeed; if (LeftStickY != 0.0f) { transform.Translate(LeftStickY * forward * speed * Time.deltaTime, Space.World); } if (LeftStickX != 0.0f) { transform.Translate(LeftStickX * left * speed * Time.deltaTime, Space.World); } if (Triggers != 0.0f) { transform.Translate(Triggers * up * speed * Time.deltaTime, Space.World); } if (!movementOnly) { // Pause or unpause the simulation if (StartButtonDown) { NBodySim.TogglePause(); } // Change Speed Scale (i.e. highlight precision) if (RightBumper) { NBodySim.IncreaseSpeedScale(); } if (LeftBumper) { NBodySim.DecreaseSpeedScale(); } // Cycle Initial conditions if (bButtonDown) { CycleICs.PreviousInitialContdition(); } if (xButtonDown) { CycleICs.NextInitialContdition(); } } }