示例#1
0
 // Update is called once per frame
 void FixedUpdate()
 {
     character.InputMoveV = Input.GetAxis("Vertical");
     character.InputMoveH = Input.GetAxis("Horizontal");
     if (Input.GetMouseButtonDown(1))
     {
         RangedWeapon.SetActive(true);
         character.AimingControllerIn = true;
     }
     if (Input.GetMouseButtonUp(1))
     {
         character.AimingControllerOut = true;
         Invoke("DropGun", 0.3f);
     }
     character.Aim();
     character.UpdateMove();
     if (Gun.gameObject.activeSelf)
     {
         if (character.IsAiming)
         {
             if (Input.GetMouseButton(0))
             {
                 animator.SetTrigger("Fire");
                 Gun.Fire();
             }
             if (Gun.weaponstate != GunFire.WeaponStatus.Loading && Input.GetKeyDown(KeyCode.R))
             {
                 Gun.Reload();
             }
         }
     }
 }
 private void Fire()
 {
     if (fire_delay > 0f)
     {
         fire_delay -= Time.deltaTime;
         return;
     }
     fire_delay = 0f;
     gun_fire.Fire();
     fire_delay = 0.5f;
 }
    // Update is called once per frame
    void FixedUpdate()
    {
#if UNITY_ANDROID
        MoveInput = joystick.stickinput;

        Debug.Log(joystick.stickinput);

        character.InputMoveV = MoveInput.y;
        character.InputMoveH = MoveInput.x;
#else
        character.InputMoveV = Input.GetAxis("Vertical");
        character.InputMoveH = Input.GetAxis("Horizontal");
#endif


        if (Input.GetMouseButtonDown(1))
        {
            RangedWeapon.SetActive(true);
            character.AimingControllerIn = true;
        }
        if (Input.GetMouseButtonUp(1))
        {
            character.AimingControllerOut = true;
            Invoke("DropGun", 0.3f);
        }
        if (character.IsGrounded)
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                Debug.Log("Jump");
                character.Jump();
            }
        }
        if (character.InWall)
        {
            if (Input.GetKeyDown(KeyCode.B))
            {
                character.gameObject.GetComponent <Rigidbody>().velocity = Vector3.zero;
            }
            if (Input.GetKey(KeyCode.B))
            {
                character.Climb();
            }
        }



        character.Aim();
        character.UpdateMove();
        if (Gun.gameObject.activeSelf)
        {
            if (character.IsAiming)
            {
                if (Input.GetMouseButton(0))
                {
                    animator.SetTrigger("Fire");
                    Gun.Fire();
                }
                if (Gun.weaponstate != GunFire.WeaponStatus.Loading && Input.GetKeyDown(KeyCode.R))
                {
                    Gun.Reload();
                }
            }
        }
    }