// Update is called once per frame public void Update() { //Check keys in keymap //Has Released Keys foreach (var item in input.keysPressed) { if (Input.GetKeyDown(item.Key)) { Command command = null; // Debug.Log(string.Format("onReleasedKeyMap Key pressed {0}", item.Value.ToString())); //Log key to console switch (item.Value) { case "Move Up": //trigger Move Up command command = new MoveUp(); break; case "Move Down": command = new MoveDown(); break; case "Move Left": command = new MoveLeft(); break; case "Move Right": command = new MoveRight(); break; case "Switch": command = new SwitchWeapon(); break; case "Roll": command = new Roll(); break; case "Shoot": command = new Shoot(); break; case "DEBUG": GameObject temp; temp = MoveableEntity; MoveableEntity = DEBUGEntity; DEBUGEntity = temp; break; } if (command != null) { ActivateCommand(command); } } if (Input.GetKeyUp(item.Key)) { Command command = null; // Debug.Log(string.Format("onReleasedKeyMap Key released {0}", item.Value.ToString())); //Log key to console switch (item.Value) { case "Move Up": command = new WaitUp(); break; case "Move Down": command = new WaitDown(); break; case "Move Left": command = new WaitLeft(); break; case "Move Right": command = new WaitRight(); break; } if (command != null) { ActivateCommand(command); } } } }
// Update is called once per frame public void Update() { Command p1command = null; Command p2command = null; if (Input.GetAxis("Vertical") < -.25f) { p1command = new MoveUp(); p1ActivateCommand(p1command); } if (Input.GetAxis("Vertical") > .25f) { p1command = new MoveDown(); p1ActivateCommand(p1command); } if (Input.GetAxis("Horizontal") < -.25f) { p1command = new MoveLeft(); p1ActivateCommand(p1command); } if (Input.GetAxis("Horizontal") > .25f) { p1command = new MoveRight(); p1ActivateCommand(p1command); } if (Input.GetButtonDown("switch")) { p1command = new SwitchWeapon(); p1ActivateCommand(p1command); } if (Input.GetButtonDown("Roll")) { p1command = new Roll(); p1ActivateCommand(p1command); } if (Input.GetButtonDown("Shoot")) { p1command = new Shoot(); p1ActivateCommand(p1command); } if (Input.GetAxis("Vertical") > -.75f && Input.GetAxis("Vertical") <= .25f) { p1command = new WaitUp(); p1ActivateCommand(p1command); } if (Input.GetAxis("Vertical") >= -.25f && Input.GetAxis("Vertical") < .75f) { p1command = new WaitDown(); p1ActivateCommand(p1command); } if (Input.GetAxis("Horizontal") > -.75f && Input.GetAxis("Horizontal") <= 25f) { p1command = new WaitLeft(); p1ActivateCommand(p1command); } if (Input.GetAxis("Horizontal") >= -.25f && Input.GetAxis("Horizontal") < .75f) { p1command = new WaitRight(); p1ActivateCommand(p1command); } //////////////////////////////////////P2 = aka, there has to be a better way... if (Input.GetAxis("VerticalP2") < -.25f) { p2command = new MoveUp(); p2ActivateCommand(p2command); } if (Input.GetAxis("VerticalP2") > .25f) { p2command = new MoveDown(); p2ActivateCommand(p2command); } if (Input.GetAxis("HorizontalP2") < -.25f) { p2command = new MoveLeft(); p2ActivateCommand(p2command); } if (Input.GetAxis("HorizontalP2") > .25f) { p2command = new MoveRight(); p2ActivateCommand(p2command); } if (Input.GetButtonDown("switchP2")) { p2command = new SwitchWeapon(); p2ActivateCommand(p2command); } if (Input.GetButtonDown("RollP2")) { p2command = new Roll(); p2ActivateCommand(p2command); } if (Input.GetButtonDown("ShootP2")) { p2command = new Shoot(); p2ActivateCommand(p2command); } if (Input.GetAxis("VerticalP2") > -.75f && Input.GetAxis("VerticalP2") <= .25f) { p2command = new WaitUp(); p2ActivateCommand(p2command); } if (Input.GetAxis("VerticalP2") >= -.25f && Input.GetAxis("VerticalP2") < .75f) { p2command = new WaitDown(); p2ActivateCommand(p2command); } if (Input.GetAxis("HorizontalP2") > -.75f && Input.GetAxis("HorizontalP2") <= 25f) { p2command = new WaitLeft(); p2ActivateCommand(p2command); } if (Input.GetAxis("HorizontalP2") >= -.25f && Input.GetAxis("HorizontalP2") < .75f) { p2command = new WaitRight(); p2ActivateCommand(p2command); } }