void ProcessTouchInputs() { //If this isn't a mobile platform AND we aren't testing in editor, exit if (!Application.isMobilePlatform && !testTouchControlsInEditor) { return; } Vector2 thumbstickInput = thumbstick.GetDirection(); //Accumulate horizontal input horizontal += thumbstickInput.x; //Accumulate jump button input jumpPressed = jumpPressed || jumpButton.GetButtonDown(); jumpHeld = jumpHeld || jumpButton.GetButton(); //Using thumbstick, accumulate crouch input bool dPadCrouch = thumbstickInput.y <= -verticalDPadThreshold; crouchPressed = crouchPressed || (dPadCrouch && !dPadCrouchPrev); crouchHeld = crouchHeld || dPadCrouch; //Record whether or not playing is crouching this frame (used for determining //if button is pressed for first time or held dPadCrouchPrev = dPadCrouch; }
void ProcessTouchInputs() { //If this isn't a mobile platform AND we aren't testing in editor, exit //これがモバイルプラットフォームではなく、エディターでテストしていない場合は、終了します if (!Application.isMobilePlatform && !testTouchControlsInEditor) { return; } //Record inputs from screen thumbstick //画面のサムスティックからの入力を記録します Vector2 thumbstickInput = thumbstick.GetDirection(); //Accumulate horizontal input //水平入力を累積します horizontal += thumbstickInput.x; //Accumulate jump button input //ジャンプボタン入力を累積する jumpPressed = jumpPressed || jumpButton.GetButtonDown(); jumpHeld = jumpHeld || jumpButton.GetButton(); //Using thumbstick, accumulate crouch input //サムスティックを使用して、しゃがみ入力を蓄積します bool dPadCrouch = thumbstickInput.y <= -verticalDPadThreshold; crouchPressed = crouchPressed || (dPadCrouch && !dPadCrouchPrev); crouchHeld = crouchHeld || dPadCrouch; //Record whether or not playing is crouching this frame (used for determining //if button is pressed for first time or held //再生がこのフレームをしゃがんでいるかどうかを記録します(決定に使用されます //ボタンが初めて押された場合、または保持された場合 dPadCrouchPrev = dPadCrouch; }