//Take values from input class and turn them into calls void Update() { bool isShiftHeld = (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift)); if (isShiftHeld) { playerController.moveSpeed = walkingSpeed; } if (playerController.moveSpeed != normalSpeed && !isShiftHeld) { playerController.moveSpeed = normalSpeed; } //Force player to move via the axis playerController.Move(playerInput.inputAxis); //Apply if availible if (headBobber != null) { headBobber.Bob(playerController); } else { Debug.LogWarning("No head bob script on camera"); } //Apply mouse look if (mouseLook != null) { Vector3 rotation = mouseLook.look(playerInput.mousePos); //Actually rotate the player and camera mouseLook.transform.rotation = Quaternion.Euler(new Vector3(rotation.x, rotation.y, mouseLook.transform.rotation.eulerAngles.z)); playerController.transform.rotation = Quaternion.Euler(new Vector3(playerController.transform.rotation.x, rotation.y, playerController.transform.rotation.eulerAngles.z)); } else { Debug.LogWarning("No mouselook script found"); } //This is handled by player input if (gunManager.currentlyEquipt != null) { if (Input.GetMouseButton(0)) { gunManager.currentlyEquipt.AttackHeld(); } if (Input.GetMouseButtonUp(0)) { gunManager.currentlyEquipt.AttackReleased(); } } else { Debug.LogWarning("No gun is equipt to the player"); } }
// Update is called once per frame void Update() { float horiz = Input.GetAxis(horizontal); float vert = Input.GetAxis(vertical); playerController.Move(horiz, vert); headBob.Bob(horiz, vert); float lX = Input.GetAxis(lookX); float lY = Input.GetAxis(lookY); bodyCam.Look(lX, lY); headCam.Look(lX, lY); if (Objective.gameOver) { // Restart game if (Input.GetButtonDown(jump)) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } // Quit game if (Input.GetButtonDown(cancel)) { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } } if (Input.GetButtonDown(jump)) { playerController.Jump(); } if (Input.GetButtonDown(pickup)) { pickupsManager.UsePickup(); } if (Input.GetButtonDown(reload)) { gun.Reload(); } else if (Input.GetButtonDown(sprint)) { RotateGunDown(); playerController.speed = speed * 1.5f; } else if (Input.GetButton(sprint)) { playerController.speed = speed * 1.5f; } else if (Input.GetButtonUp(sprint)) { RotateGunUp(); playerController.speed = speed; nextShoot = Time.time + sprintCooldown; } else if ((Input.GetButton(shoot) || Input.GetAxis(shoot) > 0f) && Time.time > nextShoot) { gun.Shoot(); } }