// Update is called once per frame void Update() { directionInput = camTransform.right * Input.GetAxis("Horizontal") + camTransform.forward * Input.GetAxis("Vertical"); directionInput = Vector3.ProjectOnPlane(directionInput, Vector3.up).normalized; directionInput.x *= speed * Time.deltaTime; directionInput.z *= speed * Time.deltaTime; verticalVelocity -= gravityMultiplier * Time.deltaTime; if (Input.GetKey(KeyCode.Space) && canJump) { verticalVelocity += jumpForce; } directionInput.y = verticalVelocity * Time.deltaTime; controller.Move(directionInput); mouseLook.LookRotation(transform, camTransform); CollisionFlags flags = controller.collisionFlags; if (flags == CollisionFlags.Below) { canJump = true; verticalVelocity = gravityMultiplier * Time.deltaTime; gravityMultiplier = gravity; } else if (flags == CollisionFlags.Sides) { gravityMultiplier = lowGravity; } else { canJump = false; gravityMultiplier = gravity; } }
protected void Update() { // If we are falling increment timer if (_characterController.isGrounded) { _fallingTimer = 0.0f; } else { _fallingTimer += Time.deltaTime; } // Allow Mouse Look a chance to process mouse and rotate camera if (Time.timeScale > Mathf.Epsilon) { _mouseLook.LookRotation(transform, _camera.transform); } // Process the Jump Button // the jump state needs to read here to make sure it is not missed if (!_jumpButtonPressed) { _jumpButtonPressed = Input.GetButtonDown("Jump"); } // Calculate Character Status if (!_previouslyGrounded && _characterController.isGrounded) { if (_fallingTimer > 0.5f) { // TODO: Play Landing Sound } _moveDirection.y = 0f; _isJumping = false; _movementStatus = PlayerMoveStatus.Landing; } else if (!_characterController.isGrounded) { _movementStatus = PlayerMoveStatus.NotGrounded; } else if (_characterController.velocity.sqrMagnitude < 0.01f) { _movementStatus = PlayerMoveStatus.NotMoving; } else if (_isWalking) { _movementStatus = PlayerMoveStatus.Walking; } else { _movementStatus = PlayerMoveStatus.Running; } _previouslyGrounded = _characterController.isGrounded; }
protected void Update() { if (_characterController.isGrounded) { _fallingTimer = 0.0f; } else { _fallingTimer += Time.deltaTime; } //helps mouselook have time to process mouse and rotate camera if (Time.timeScale > Mathf.Epsilon) { _mouseLook.LookRotation(transform, _camera.transform); } if (!_jumpButtonPressed) { _jumpButtonPressed = Input.GetButtonDown("Jump"); } //calculating character status if (!_previouslyGrounded && _characterController.isGrounded) { if (_fallingTimer > 0.5f) { //sound } _moveDirection.y = 0f; _isJumping = false; _movementStatus = PlayerMoveStatus.Landing; } else if (!_characterController.isGrounded) { _movementStatus = PlayerMoveStatus.NotGrounded; } else if (_characterController.velocity.sqrMagnitude < 0.01f) { _movementStatus = PlayerMoveStatus.NotMoving; } else if (_isWalking) { _movementStatus = PlayerMoveStatus.Walking; } else { _movementStatus = PlayerMoveStatus.Running; } _previouslyGrounded = _characterController.isGrounded; }
private void RotateView() { //avoids the mouse looking if the game is effectively paused if (Mathf.Abs(Time.timeScale) < float.Epsilon) { return; } // get the rotation before it's changed float oldYRotation = transform.eulerAngles.y; mouseLook.LookRotation(transform, cam.transform); if (m_IsGrounded || advancedSettings.airControl) { // Rotate the rigidbody velocity to match the new direction that the character is looking Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up); m_RigidBody.velocity = velRotation * m_RigidBody.velocity; } }
protected void Update() { if (Time.timeScale != 0) { // If grounded keep falling timer at 0. Else we are falling so increment timer if (characterController.isGrounded) { fallingTimer = 0.0f; } else { fallingTimer += Time.deltaTime; } // First checks if game is paused, if it isnt, then reads horizontal and vertical mouse movement. Either rotates char controller left/right for horizontal mouse movement //or rotate camera up and down for vertical mouse movement. if (Time.timeScale > Mathf.Epsilon) { mouseLook.LookRotation(transform, _camera.transform); } //if player press F, flashlight set to active if (Input.GetButtonDown("Flashlight")) { if (flashLight) { flashLight.SetActive(!flashLight.activeSelf); } } //Jump button pressed then jumpButtonpressed set to true if (!jumpButtonPressed && !isCrouching) { jumpButtonPressed = Input.GetButtonDown("Jump"); } //character controller height is halved when crouch button pressed if (Input.GetButtonDown("Crouch")) { isCrouching = !isCrouching; if (isCrouching == true) { characterController.height = controllerHeight / 2.0f; } else { characterController.height = controllerHeight; } } // Calculates Character Status if (!previouslyGrounded && characterController.isGrounded) { moveDirection.y = 0f; isJumping = false; movementStatus = PlayerMoveStatus.Landing; } else if (!characterController.isGrounded) { movementStatus = PlayerMoveStatus.NotGrounded; } else if (characterController.velocity.sqrMagnitude < 0.01f) { movementStatus = PlayerMoveStatus.NotMoving; } else if (isCrouching) { movementStatus = PlayerMoveStatus.Crouching; } else if (isWalking) { movementStatus = PlayerMoveStatus.Walking; } else { movementStatus = PlayerMoveStatus.Running; } previouslyGrounded = characterController.isGrounded; } }
protected void Update() { // If we are falling increment timer if (_characterController.isGrounded) { _fallingTimer = 0.0f; } else { _fallingTimer += Time.deltaTime; } // Allow Mouse Look a chance to process mouse and rotate camera if (Time.timeScale > Mathf.Epsilon) { _mouseLook.LookRotation(transform, _camera.transform); } if (Input.GetButtonDown("Flashlight")) { if (_flashLight) { _flashLight.SetActive(!_flashLight.activeSelf); } } // Process the Jump Button // the jump state needs to read here to make sure it is not missed if (!_jumpButtonPressed && !_isCrouching) { _jumpButtonPressed = Input.GetButtonDown("Jump"); } if (Input.GetButtonDown("Crouch")) { _isCrouching = !_isCrouching; _characterController.height = _isCrouching == true ? _controllerHeight / 2.0f : _controllerHeight; } // Calculate Chatacter Status if (!_previouslyGrounded && _characterController.isGrounded) { if (_fallingTimer > 0.5f) { // TODO: Play Landing Sound } _moveDirection.y = 0f; _isJumping = false; _movementStatus = PlayerMoveStatus.Landing; } else if (!_characterController.isGrounded) { _movementStatus = PlayerMoveStatus.NotGrounded; } else if (_characterController.velocity.sqrMagnitude < 0.01f) { _movementStatus = PlayerMoveStatus.NotMoving; } else if (_isCrouching) { _movementStatus = PlayerMoveStatus.Crouching; } else if (_isWalking) { _movementStatus = PlayerMoveStatus.Walking; } else { _movementStatus = PlayerMoveStatus.Running; } _previouslyGrounded = _characterController.isGrounded; // Calculate Stamina if (_movementStatus == PlayerMoveStatus.Running) { _stamina = Mathf.Max(_stamina - _staminaDepletion * Time.deltaTime, 0.0f); } else { _stamina = Mathf.Min(_stamina + _staminaRecovery * Time.deltaTime, 100.0f); } _dragMultiplier = Mathf.Min(_dragMultiplier + Time.deltaTime, _dragMultiplierLimit); }
private void RotateView() { m_MouseLook.LookRotation(transform, m_Camera.transform); float h = CrossPlatformInputManager.GetAxis("Mouse X"); float v = CrossPlatformInputManager.GetAxis("Mouse Y"); }
protected void Update() { _fallingTimer += Time.deltaTime; // Allow Mouse Look a chance to process mouse and rotate camera if (Time.timeScale > Mathf.Epsilon) { _mouseLook.LookRotation(transform, _camera.transform); } if (Input.GetButtonDown("Flashlight")) { if (_flashLight) { _flashLight.SetActive(!_flashLight.activeSelf); } } if (!_jumpButtonPressed && !_isCrouching) { _jumpButtonPressed = Input.GetButtonDown("Jump"); } if (Input.GetButtonDown("Crouch")) { _isCrouching = !_isCrouching; characterController.height = _isCrouching == true ? _controllerHeight / 2 : _controllerHeight; } if (!_previouslyGrounded && characterController.isGrounded) { if (_fallingTimer > 0.5f) { _fallingTimer = 0.0f; } _moveDirection.y = 0f; _isJumping = false; _movementStatus = PlayerMoveStatus.Landing; } else if (!characterController.isGrounded) { _movementStatus = PlayerMoveStatus.NotGrounded; } else if (characterController.velocity.sqrMagnitude < 0.01f) { _movementStatus = PlayerMoveStatus.NotMoving; } else if (_isCrouching) { _movementStatus = PlayerMoveStatus.Crouching; } else if (_isWalking) { _movementStatus = PlayerMoveStatus.Walking; } else { _movementStatus = PlayerMoveStatus.Running; } _previouslyGrounded = characterController.isGrounded; }
void RotateView() { //transform.rotation = myCamera.transform.rotation; m_MouseLook.LookRotation(transform, GameManager.Main.MainCamera.transform); }
private void RotateView() { m_MouseLook.LookRotation(transform, m_Camera.transform); //transform.localRotation = vrCamRotation.transform.rotation; }
private void RotateView() { m_MouseLook.LookRotation(transform, m_Camera.transform); cannonPivot.rotation = m_Camera.transform.rotation; helmetPivot.rotation = m_Camera.transform.rotation; }
protected void Update() { //下落计时器,在地面上则为0 if (_characterController.isGrounded) { _fallingTimer = 0.0f; } else { _fallingTimer += Time.deltaTime; } if (Time.timeScale > Mathf.Epsilon) { _mouseLook.LookRotation(transform, _camera.transform); } //手电筒触发 if (Input.GetButtonDown("Flashlight")) { if (_flashLight) { _flashLight.SetActive(!_flashLight.activeSelf); } } //跳跃判定,不可在跳跃过程中按跳跃键 if (!_jumpButtonPressed) { _jumpButtonPressed = Input.GetButtonDown("Jump"); } //爬行判定 if (Input.GetButtonDown("Crouch")) { _isCrouching = !_isCrouching; _characterController.height = _isCrouching == true ? _controllerHeight / 2.0f : _controllerHeight; } //落地时刻 if (!_previouslyGrounded && _characterController.isGrounded) { if (_fallingTimer > 0.5f) { //TODO:落地音效 } _moveDirection.y = 0f; _isJumping = false; _movementStatus = PlayerMoveStatus.Landing; } else //空中 if (!_characterController.isGrounded) { _movementStatus = PlayerMoveStatus.NotGrounded; } else //静止 if (_characterController.velocity.sqrMagnitude < 0.01f) { _movementStatus = PlayerMoveStatus.NotMoving; } else //行走 if (_isWalking) { _movementStatus = PlayerMoveStatus.Walking; } else //跑步 { _movementStatus = PlayerMoveStatus.Runnig; } _previouslyGrounded = _characterController.isGrounded; }
// Update is called once per frame private void Update() { m_MouseLook.LookRotation(transform, m_Camera.transform); }
private void RotateView() { mouseLook.LookRotation(transform, currentCamera.transform); }
private void RotateView() { m_MouseLook.LookRotation(transform, m_cameraLook); }
private void RotateView() { if(!UnityEngine.XR.XRSettings.enabled) m_MouseLook.LookRotation (transform, m_Camera.transform); }
private void RotateView() { m_MouseLook.LookRotation(transform, m_Camera.transform); }
private void RotateView() { m_MouseLook.LookRotation(transform, m_Camera.transform); m_Cylinder.transform.localRotation = m_Camera.transform.localRotation; m_Cylinder.transform.RotateAroundLocal(Vector3.right, 3.14f / 2); }
protected void Update() { //falling increment timer if (_characterController.isGrounded) { _fallingTimer = 0.0f; } else { _fallingTimer += Time.deltaTime; } //allow time for mouse movement, game isnt paused if (Time.timeScale > Mathf.Epsilon) { _mouseLook.LookRotation(transform, _camera.transform); } //flashlight if (Input.GetButtonDown("Flashlight")) { if (_flashLight) { _flashLight.SetActive(!_flashLight.activeSelf); } } //jump if (!_jumpButtonPressed && !_isCrouching) { _jumpButtonPressed = Input.GetButtonDown("Jump"); } //Crouching if (Input.GetButtonDown("Crouch")) { _isCrouching = !_isCrouching; _characterController.height = _isCrouching == true ? _controllerHeight / 2.0f : _controllerHeight; } //jump status if (!_previouslyGrounded && _characterController.isGrounded) { if (_fallingTimer > 0.5f) { //TODO play landing sound } _moveDirection.y = 0f; _isJumping = false; _movementStatus = PlayerMoveStatus.LANDING; } else if (!_characterController.isGrounded) { _movementStatus = PlayerMoveStatus.NOTGROUNDED; } else if (_characterController.velocity.sqrMagnitude < 0.01f) { _movementStatus = PlayerMoveStatus.NOTMOVING; } else if (_isCrouching) { _movementStatus = PlayerMoveStatus.CROUCHING; } else if (_isWalking) { _movementStatus = PlayerMoveStatus.WALKING; } else { _movementStatus = PlayerMoveStatus.RUNNING; } _previouslyGrounded = _characterController.isGrounded; }
void ForceYRotation(float rotY) { mouseLook.LookRotation(transform, cam.transform); }