示例#1
0
    private void UpdateBodyPosition()
    {
        UpdateMovementDirection();
        ApplyGravity();

        MovementDelta = MovementDirection * Time.deltaTime;
        PlayerCharacterController.Move(MovementDelta);
    }
示例#2
0
    private void FixedUpdate()
    {
        pic_charContr.Move(MovementDirectionCalc());

        if (Input.GetButtonDown("Hide"))
        {
            pic_charContr.DoAction(PlayerCharacterController.ActionListElement.HIDE);
        }
        else if (Input.GetButtonDown("Interact"))
        {
            pic_charContr.DoAction(PlayerCharacterController.ActionListElement.INTERACT);
        }
        else if (Input.GetButtonDown("Dash"))
        {
            pic_charContr.DoAction(PlayerCharacterController.ActionListElement.DASH);
        }
        else if (Input.GetButtonDown("Use"))
        {
            pic_charContr.DoAction(PlayerCharacterController.ActionListElement.USE);
        }
    }
示例#3
0
    // Fixed update is called in sync with physics
    private void Update()
    {
        // read inputs
        moveAxis = Vector2.Lerp(moveAxis, InputManager.Instance.Move.axis, Time.deltaTime * moveSpeed);

        Vector3 move = Vector3.zero;

        // calculate move direction to pass to character
        if (cameraController && useCamera)
        {
            // calculate camera relative direction to move:
            move = moveAxis.y * Vector3.Scale(cameraController.cam.transform.forward, new Vector3(1, 0, 1)).normalized + moveAxis.x * cameraController.cam.transform.right;
        }
        else
        {
            // we use world-relative directions in the case of no main camera
            move = moveAxis.y * Vector3.forward + moveAxis.x * Vector3.right;
        }

        // pass all parameters to the character control script
        playerCharacterController.Move(move, false, false);
    }
 private void FixedUpdate()
 {
     //Moves depending on the input and reset the jump input.
     controller.Move(input.direction, input.jump);
 }