public override void InputHandler() { Vector3 moveToward = new Vector3( Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical")); if (moveToward.magnitude > float.Epsilon) { avatar.Move(moveToward); if (distanceDelta < 0.22f) { distanceDelta += moveToward.magnitude * avatar.speed; } else { // Dump moveAct, add new one and relink inpHandler Confirmed = true; ChangeStateTo_NewMoveAct(); } return; } else { //avatar.anim.SetFloat("Velocity", 0); // temp in here } Timer += Time.deltaTime; }
/// <summary> /// Update the specified dt. /// </summary> /// <param name="dt">Dt.</param> public override void Update(float dt) { Vector2 movementVector = Vector2.zero; movementVector.x = Util.Sign(Input.GetAxis(horizontalMoveAxis)); movementVector.y = Util.Sign(Input.GetAxis(verticalMoveAxis)); //Debug.Log (horizontalMoveAxis + " : " + Input.GetAxis (horizontalMoveAxis)); //Debug.Log ("movement vector: " + movementVector.ToString ()); bool focus = Input.GetButton(focusButton); bool fire = Input.GetButton(fireButton); bool charge = Input.GetButton(chargeButton); PlayerAvatar.Move(movementVector.x, movementVector.y, focus, dt); if (fire) { PlayerAvatar.StartFiring(); } else { PlayerAvatar.StopFiring(); } if (charge) { PlayerAvatar.StartCharging(); } else if (PlayerAvatar.CurrentChargeLevel != 0) { PlayerAvatar.ReleaseCharge(); } }
public void MovePosition(Vector2 position) { position.x = Mathf.Clamp(position.x, m_playerData.m_moveArea.x, m_playerData.m_moveArea.width); position.y = Mathf.Clamp(position.y, m_playerData.m_moveArea.height, m_playerData.m_moveArea.y); if (m_avatar != null) { m_avatar.Move(position); } }
public void Move() { float moveX = Input.GetAxis("Horizontal"); float moveY = Input.GetAxis("Vertical"); float turn = Input.GetAxis("RightCrossX"); _player.Move(new Vector3(moveX, moveY, 0).normalized, turn); }