// Update is called once per frame void Update() { if (vcv == null) { vcv = FindObjectOfType <VoxieCaptureVolume>(); if (vcv == null) { Debug.LogError("Capture Volume not found!"); } } aspect_ratio = vcv.GetAspectRatio(); if (Voxon.Input.GetKey("Grow")) { vcv.Scale += 1; vcv.Scale = Math.Min(vcv.Scale, 1000); transform.localScale = aspect_ratio * vcv.Scale; Debug.Log("Scale: " + vcv.Scale); } if (Voxon.Input.GetKey("Shrink")) { vcv.Scale -= 1; vcv.Scale = Math.Max(vcv.Scale, 1); transform.localScale = aspect_ratio * vcv.Scale; Debug.Log("Scale: " + vcv.Scale); } if (Voxon.Input.GetKey("Up")) { transform.Translate(transform.up * Time.deltaTime, Space.World); } if (Voxon.Input.GetKey("Down")) { transform.Translate(-1 * transform.up * Time.deltaTime, Space.World); } if (Voxon.Input.GetKey("Forward")) { transform.Translate(-1 * transform.forward * Time.deltaTime, Space.World); } if (Voxon.Input.GetKey("Backward")) { transform.Translate(transform.forward * Time.deltaTime, Space.World); } if (Voxon.Input.GetKey("Left")) { transform.Translate(-1 * transform.right * Time.deltaTime, Space.World); } if (Voxon.Input.GetKey("Right")) { transform.Translate(transform.right * Time.deltaTime, Space.World); } }
} //keep this // Update is called once per frame void Update() //keep this { if (vcv == null) //keep this { vcv = FindObjectOfType <VoxieCaptureVolume>(); //keep this if (vcv == null) //keep this { //keep this Debug.LogError("Capture Volume not found!"); //you don't have to keep this, but it doesn't make much sense to change it? } //keep this } //keep this aspect_ratio = vcv.GetAspectRatio(); //keep this //START AUBREY'S KEYBINDINGS (All OF THIS IS SAFE TO CHANGE) //these all manage movement if (Voxon.Input.GetKey("MoveRight")) { player.transform.Translate(-Vector3.right * speed * Time.deltaTime); } if (Voxon.Input.GetKey("MoveLeft")) { player.transform.Translate(-Vector3.left * speed * Time.deltaTime); } if (Voxon.Input.GetKey("MoveForward")) { player.transform.Translate(-Vector3.forward * speed * Time.deltaTime); } if (Voxon.Input.GetKey("MoveBack")) { player.transform.Translate(-Vector3.back * speed * Time.deltaTime); } if (Voxon.Input.GetKey("MoveUp")) { player.transform.Translate(-Vector3.up * speed * Time.deltaTime); } if (Voxon.Input.GetKey("MoveDown")) { player.transform.Translate(-Vector3.down * speed * Time.deltaTime); } if (Voxon.Input.GetKey("TiltUp")) { Debug.Log("Rotating up now"); captureVolume.transform.Rotate(Vector3.up * speed * Time.deltaTime); } if (Voxon.Input.GetKey("TiltDown")) { captureVolume.transform.Rotate(Vector3.down * speed * Time.deltaTime); } if (Voxon.Input.GetKey("TiltRight")) { captureVolume.transform.Rotate(Vector3.right * speed * Time.deltaTime); } if (Voxon.Input.GetKey("TiltLeft")) { captureVolume.transform.Rotate(Vector3.left * speed * Time.deltaTime); } if (Voxon.Input.GetKey("MoveFaster")) { speed *= 1.1f; } if (Voxon.Input.GetKey("MoveSlower")) { speed %= 1.1f; } //these also manage movement, but they do so with the mouse instead of keyboad input //turns the player object red. if (Voxon.Input.GetKey("ChangeColor")) { rend.material.SetColor("_Color", Color.red); } }