protected override void OnUpdate() { for (var i = 0; i < playerInputData.Length; i++) { var cameraTransform = playerInputData.CameraTransform[i]; var forward = cameraTransform.Rotation * Vector3.up; var right = cameraTransform.Rotation * Vector3.right; var input = Input.GetAxisRaw("Horizontal") * right + Input.GetAxisRaw("Vertical") * forward; var newPlayerInput = new SpatialOSPlayerInput { Horizontal = input.x, Vertical = input.z, Running = Input.GetKey(KeyCode.LeftShift) }; playerInputData.PlayerInput[i] = newPlayerInput; } }
public static Entity CreatePlayerEntityTemplate(List <string> clientAttributeSet, Generated.Improbable.Vector3f position) { var clientAttribute = clientAttributeSet.First(attribute => attribute != SystemConfig.UnityClient); if (clientAttribute == null) { throw new InvalidOperationException( "Expected an attribute that is not \"UnityClient\" but none was found."); } var transform = SpatialOSTransform.CreateSchemaComponentData(new Location(), new Quaternion { W = 1, X = 0, Y = 0, Z = 0 }, 0); var playerInput = SpatialOSPlayerInput.CreateSchemaComponentData(0, 0, false); var prefab = SpatialOSPrefab.CreateSchemaComponentData(ArchetypeConfig.CharacterArchetype); var archetype = SpatialOSArchetypeComponent.CreateSchemaComponentData(ArchetypeConfig.CharacterArchetype); var launcher = SpatialOSLauncher.CreateSchemaComponentData(100, 0); var clientHeartbeat = SpatialOSPlayerHeartbeatClient.CreateSchemaComponentData(); var serverHeartbeat = SpatialOSPlayerHeartbeatServer.CreateSchemaComponentData(); var score = SpatialOSScore.CreateSchemaComponentData(0); var entityBuilder = EntityBuilder.Begin() .AddPosition(0, 0, 0, SystemConfig.UnityGameLogic) .AddMetadata(ArchetypeConfig.CharacterArchetype, SystemConfig.UnityGameLogic) .SetPersistence(false) .SetReadAcl(AllWorkerAttributes) .SetEntityAclComponentWriteAccess(SystemConfig.UnityGameLogic) .AddComponent(transform, SystemConfig.UnityGameLogic) .AddComponent(playerInput, clientAttribute) .AddComponent(prefab, SystemConfig.UnityGameLogic) .AddComponent(archetype, SystemConfig.UnityGameLogic) .AddComponent(launcher, SystemConfig.UnityGameLogic) .AddComponent(clientHeartbeat, clientAttribute) .AddComponent(serverHeartbeat, SystemConfig.UnityGameLogic) .AddComponent(score, SystemConfig.UnityGameLogic); return(entityBuilder.Build()); }