示例#1
0
    private void Update()
    {
        #region Check inputs
        // Get the vertical movement direction/input
        float vertical = Input.GetAxisRaw("Vertical");
        // Check if Fire1 and Fire2 are pressed both
        if (Input.GetButton("Fire1") && Input.GetButton("Fire2"))
        {
            // Let the character move forward
            vertical = 1.0f;
        }

        // Check the autorun input
        _rpgMotor.ToggleAutorun(Input.GetButtonDown("Autorun Toggle"));
        // Get all actions that can cancel an active autorun
        bool stopAutorunAction = (Input.GetButtonDown("Fire1") && Input.GetButton("Fire2")) || (Input.GetButton("Fire1") && Input.GetButtonDown("Fire2"));
        stopAutorunAction = stopAutorunAction || Input.GetButtonDown("Vertical");
        // Signal the usage of actions cancelling the autorunning
        _rpgMotor.StopAutorun(stopAutorunAction);

        // Get the horizontal movement direction/input
        float horizontal = Input.GetAxisRaw("Horizontal");
        // Get the horizontal strafe direction/input
        float horizontalStrafe = Input.GetAxisRaw("Horizontal Strafe");

        // Strafe if the right mouse button and the Horizontal input are pressed at once
        if (Input.GetButton("Fire2") && Input.GetAxisRaw("Horizontal") != 0)
        {
            // Let the character strafe instead rotating
            horizontalStrafe = horizontal;
            horizontal       = 0f;
        }
        // Create and set the player's input direction inside the motor
        Vector3 playerDirectionInput = new Vector3(horizontalStrafe, 0, vertical);
        _rpgMotor.SetPlayerDirectionInput(playerDirectionInput);

        // Allow movement while airborne if the player wants to move forward/backwards or strafe
        _rpgMotor.MoveInMidAir(Input.GetButtonDown("Vertical") ||
                               Input.GetButtonDown("Horizontal Strafe") ||
                               (Input.GetButtonDown("Fire2") && Input.GetAxisRaw("Horizontal") != 0) ||
                               (Input.GetButton("Fire2") && Input.GetButtonDown("Horizontal")));

        // Set the local Y axis rotation input to horizontal inside motor
        _rpgMotor.SetLocalRotationHorizontalInput(horizontal);

        // Enable sprinting inside the motor if the sprint modifier is pressed down
        _rpgMotor.Sprint(Input.GetButton("Sprint"));

        // Toggle walking inside the motor
        _rpgMotor.ToggleWalking(Input.GetButtonUp("Walk Toggle"));

        // Check if the jump button is pressed down
        if (Input.GetButtonDown("Jump"))
        {
            // Signal the motor to jump
            _rpgMotor.Jump();
        }

        #endregion

        // Start the motor
        _rpgMotor.StartMotor();
    }
示例#2
0
    void Update()
    {
        motor.MovementInput = Vector3.zero;

        bool forwardKeyDown   = Input.GetKey(forwardKey);
        bool backwardKeyDown  = Input.GetKey(backwardKey);
        bool leftKeyDown      = Input.GetKey(leftKey);
        bool rightKeyDown     = Input.GetKey(rightKey);
        bool jumpKeyPressed   = Input.GetKeyDown(jumpKey);
        bool walkKeyDown      = Input.GetKey(walkToggle);
        bool mouseLookDown    = Input.GetMouseButton((int)mouseLookButton) && enableMouseLook;
        bool mouseLookPressed = Input.GetMouseButtonDown((int)mouseLookButton) && enableMouseLook;
        bool bothMiceDown     = Input.GetMouseButton((int)mouseRunAndLookButton) && mouseLookDown && enableRunAndLook;
        bool autorunPressed   = Input.GetMouseButtonDown((int)autorunToggleButton);

        IsRunning = !walkKeyDown;
        MouseLook = mouseLookDown;

        if (autorunPressed)
        {
            autorun = !autorun;
        }

        if (autorun || forwardKeyDown || bothMiceDown)
        {
            motor.MovementInput.z += 1f;
        }

        if (backwardKeyDown)
        {
            motor.MovementInput.z -= 1f;
        }

        if (mouseLookDown)
        {
            if (leftKeyDown)
            {
                motor.MovementInput.x -= 1f;
            }

            if (rightKeyDown)
            {
                motor.MovementInput.x += 1f;
            }
        }
        else
        {
            if (leftKeyDown)
            {
                motor.Yaw(-(Time.smoothDeltaTime * keyTurnSpeed));
            }

            if (rightKeyDown)
            {
                motor.Yaw(Time.smoothDeltaTime * keyTurnSpeed);
            }
        }

        // Set movement speed
        if (motor.MovementInput.z < 0)
        {
            motor.MovementSpeed = walkKeyDown ? backwardWalkSpeed : backwardRunSpeed;
        }
        else
        {
            motor.MovementSpeed = walkKeyDown ? forwardWalkSpeed : forwardRunSpeed;
        }

        // Jump
        if (jumpKeyPressed)
        {
            motor.Jump();
        }

        // Clear autorun
        if ((mouseLookDown && (leftKeyDown || rightKeyDown)) || forwardKeyDown || backwardKeyDown || bothMiceDown)
        {
            autorun = false;
        }

        // If we're moving, rotate camera behind us
        if (motor.MovementInput != Vector3.zero)
        {
            RPGCamera.Instance.RotateCameraBehindTarget = cameraRotateBehindOnMove;
        }

        // If we're holding down mouse look, lock camera
        if (mouseLookDown)
        {
            RPGCamera.Instance.LockCameraBehindTarget = cameraLockBehindOnMouseLook;
            motor.Yaw(Input.GetAxisRaw("Mouse X") * Time.smoothDeltaTime * mouseTurnSpeed);
        }

        // If we pressed mouse look, set rotation
        if (mouseLookPressed)
        {
            Camera cam = RPGCamera.Instance.Camera;
            motor.SetYaw(RPGInputUtils.SignedAngle(Vector3.forward, cam.transform.forward, Vector3.up));
        }
    }
示例#3
0
    void Update()
    {
        forwardRunSpeed     = 1f * movespeed;
        backwardRunSpeed    = 1f * movespeed;
        islock              = GetComponent <CameraMovement>().controlLock;
        motor.MovementInput = Vector3.zero;

        if (islock)
        {
            motor.Yaw(Input.GetAxisRaw("Mouse X") * Time.smoothDeltaTime * mouseTurnSpeed);
        }

        bool forwardKeyDown  = Input.GetKey(forwardKey);
        bool backwardKeyDown = Input.GetKey(backwardKey);
        bool leftKeyDown     = Input.GetKey(leftKey);
        bool rightKeyDown    = Input.GetKey(rightKey);
        bool jumpKeyPressed  = Input.GetKeyDown(jumpKey);
        //bool walkKeyDown = Input.GetKey(walkToggle);
        bool mouseLookDown    = Input.GetMouseButton((int)mouseLookButton) && enableMouseLook;
        bool mouseLookPressed = Input.GetMouseButtonDown((int)mouseLookButton) && enableMouseLook;
        bool bothMiceDown     = Input.GetMouseButton((int)mouseRunAndLookButton) && mouseLookDown && enableRunAndLook;
        bool autorunPressed   = Input.GetMouseButtonDown((int)autorunToggleButton);

        //IsRunning = !walkKeyDown;
        MouseLook = mouseLookDown;

        //motor.MovementInput.z += Input.GetAxis("Vertical");
        //motor.MovementInput.x += Input.GetAxis("Horizontal");


        if (autorunPressed)
        {
            autorun = !autorun;
        }

        if (autorun || forwardKeyDown || bothMiceDown)
        {
            motor.MovementInput.z += 1f;
        }

        if (backwardKeyDown)
        {
            motor.MovementInput.z -= 1f;
        }

        if (leftKeyDown)
        {
            motor.MovementInput.x -= 1f;
        }

        if (rightKeyDown)
        {
            motor.MovementInput.x += 1f;
        }

        // Set movement speed
        //if (motor.MovementInput.z < 0)
        //{
        //    motor.MovementSpeed = walkKeyDown ? backwardWalkSpeed : backwardRunSpeed;
        //}
        //else
        //{
        //    motor.MovementSpeed = walkKeyDown ? forwardWalkSpeed : forwardRunSpeed;
        //}

        // Jump
        if (jumpKeyPressed)
        {
            motor.Jump();
        }

        // Clear autorun
        if ((mouseLookDown && (leftKeyDown || rightKeyDown)) || forwardKeyDown || backwardKeyDown || bothMiceDown)
        {
            autorun = false;
        }

        // If we're moving, rotate camera behind us
        //if (motor.MovementInput != Vector3.zero)
        //{
        //    RPGCamera.Instance.RotateCameraBehindTarget = cameraRotateBehindOnMove;
        //}

        // If we're holding down mouse look, lock camera
        //if (mouseLookDown)
        //{
        //RPGCamera.Instance.LockCameraBehindTarget = cameraLockBehindOnMouseLook;

        //}

        // If we pressed mouse look, set rotation
        //if (mouseLookPressed)
        //{
        //    //Camera cam = RPGCamera.Instance.Camera;
        //    motor.SetYaw(RPGInputUtils.SignedAngle(Vector3.forward, cam.transform.forward, Vector3.up));
        //}
    }