本文整理汇总了C#中MovingJoystick类的典型用法代码示例。如果您正苦于以下问题:C# MovingJoystick类的具体用法?C# MovingJoystick怎么用?C# MovingJoystick使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
MovingJoystick类属于命名空间,在下文中一共展示了MovingJoystick类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: On_JoystickMove
private void On_JoystickMove(MovingJoystick move)
{
float y = move.Axis2Angle(true);
base.transform.rotation = Quaternion.Euler(new Vector3(0f, y, 0f));
base.transform.Translate((Vector3) ((Vector3.forward * move.joystickValue.magnitude) * Time.deltaTime));
this.model.animation.CrossFade("Run");
}
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:7,代码来源:ETPlayer.cs
示例2: On_JoystickMoveEnd
void On_JoystickMoveEnd (MovingJoystick move)
{
if ("Move_Turn_Joystick" == move.joystickName) {
throttle = 0.0f;
steer = 0.0f;
}
}
开发者ID:gongchangyou,项目名称:Jackal,代码行数:7,代码来源:PlayerCarController.cs
示例3: On_JoystickMoveEnd
private void On_JoystickMoveEnd(MovingJoystick move)
{
if (move.joystickName == "Move_Turn_Joystick")
{
base.animation.CrossFade("idle");
}
}
开发者ID:Lessica,项目名称:Something-of-SHIPWAR-GAMES,代码行数:7,代码来源:JoystickEvent.cs
示例4: On_JoystickMove
void On_JoystickMove(MovingJoystick move)
{
if (move.joystickName == "PlayerInputJoystick")
{
if (!GameMain.Instance.SceneManager.ChangeSceneComplete)
{
CommonFunction.DebugMsgFormat("換場中,不能移動!!");
return;
}
if (GameMain.Instance.GameEventManager.DoingEvent)
{
CommonFunction.DebugMsgFormat("事件中,不能移動");
return;
}
CommonFunction.DebugMsg(string.Format("JoyStick移動中 ({0})", move.joystickAxis));
//
if (move.joystickAxis.sqrMagnitude >= 0.25)
{
GameMain.Instance.MyRole.CrossAnimation("run");
}
else if (move.joystickAxis.sqrMagnitude > 0)
{
GameMain.Instance.MyRole.CrossAnimation("walk");
}
GameMain.Instance.MyRole.Move(move.Axis2Angle(true), move.joystickAxis.magnitude);
}
}
开发者ID:HEIENTAI,项目名称:SoulOfSword,代码行数:29,代码来源:PlayerInput.cs
示例5: On_JoystickMoveEnd
void On_JoystickMoveEnd (MovingJoystick move)
{
if ("Rotate_straff_Joystick" == move.joystickName) {
isShooting = false;
gun.StopShoot ();
}
}
开发者ID:gongchangyou,项目名称:Jackal,代码行数:7,代码来源:PlayerWeaponController.cs
示例6: On_JoystickMove
void On_JoystickMove( MovingJoystick move)
{
float angle = move.Axis2Angle(true);
transform.rotation = Quaternion.Euler( new Vector3(0,angle,0));
transform.Translate( Vector3.forward * move.joystickValue.magnitude * Time.deltaTime);
model.animation.CrossFade("Run");
}
开发者ID:GGJ-CBA-RD,项目名称:RaisingDark,代码行数:8,代码来源:Player.cs
示例7: OnJoystickMoveEnd
void OnJoystickMoveEnd(MovingJoystick move)
{
if (move.joystickName == "Myjoystick")
{
joyPositionX = 0;
joyPositionY = 0;
}
}
开发者ID:1510649869,项目名称:ARPG_project,代码行数:8,代码来源:TouchControl.cs
示例8: OnJoystickMoveEnd
//移动摇杆结束
void OnJoystickMoveEnd(MovingJoystick move)
{
if (move.joystickName != "WalkJoystick"){
return;
}
transform.Find("p1_walk").gameObject.GetComponent<Animator> ().SetBool ("Walk", false);
transform.Find("p2_walk").gameObject.GetComponent<Animator> ().SetBool ("Walk", false);
}
开发者ID:TzuChanChuang,项目名称:Revenge_UnityGame,代码行数:9,代码来源:walk.cs
示例9: On_JoystickMove
void On_JoystickMove( MovingJoystick move)
{
if(!_playerAnim.getAnimBoolVar("isAttack") && !_playerAnim.getAnimBoolVar("isHit"))
{
_playerMovement.Move(move.joystickAxis.x, move.joystickAxis.y, speed);
_playerAnim.SetAnimVar("isRun", true);
}
}
开发者ID:NusantaraBeta,项目名称:BrawlerRumble,代码行数:8,代码来源:PlayerController.cs
示例10: OnJoystickMove
void OnJoystickMove(MovingJoystick move)
{
if (move.joystickName == "Movejoystick")
{
checkedMoving = true;
_database.SetData<KeyOpt>("KeyCode", KeyOpt.MovingJoyStick);
_database.SetData<MovingJoystick>("MovingJoystick", move);
}
}
开发者ID:zs9024,项目名称:Jungle,代码行数:9,代码来源:BTCheckEasyJoystick.cs
示例11: OnJoystickMoveEnd
void OnJoystickMoveEnd(MovingJoystick move)
{
Debug.Log("OnJoystickMoveEnd : " + move.joystickName);
if (move.joystickName == "Movejoystick")
{
checkedMoving = false;
_database.RemoveData("KeyCode");
_database.RemoveData("MovingJoystick");
}
}
开发者ID:zs9024,项目名称:Jungle,代码行数:10,代码来源:BTCheckEasyJoystick.cs
示例12: OnJoystickMoveEnd
//移动摇杆结束
void OnJoystickMoveEnd(MovingJoystick move)
{
//停止时,角色恢复idle
if (move.joystickName == "MovingJoystick")
{
}
}
开发者ID:ChadCSong,项目名称:Unity3DCarGameSample,代码行数:11,代码来源:CarScript.cs
示例13: On_JoystickMove
//处理摇杆事件
private void On_JoystickMove(MovingJoystick joystick)
{
if(joystick.joystickAxis.x < 0)
{
character.Run(-Vector2.right);
}
else if(joystick.joystickAxis.x > 0)
{
character.Run(Vector2.right);
}
}
开发者ID:NullPoint-Games,项目名称:Shingeki-no-Kise,代码行数:12,代码来源:PlayerController.cs
示例14: OnJoystickMoveEnd
void OnJoystickMoveEnd(MovingJoystick move)
{
if (move.joystickName == "MoveJoystick")
{
gameObject.GetComponent<PlayerMove>().btnLeftPressed = false;
gameObject.GetComponent<PlayerMove>().btnRightPressed = false;
gameObject.GetComponent<PlayerMove>().btnDownPressed = false;
gameObject.GetComponent<PlayerMove>().btnUpPressed = false;
//animation.CrossFade("idle");
}
}
开发者ID:sundayliu,项目名称:HelloWorld-unity3d,代码行数:11,代码来源:MoveController.cs
示例15: OnJoystickMove
//移动摇杆中
void OnJoystickMove(MovingJoystick move)
{
//获取摇杆中心偏移的坐标
float joyPositionX = move.joystickAxis.x;
float joyPositionY = move.joystickAxis.y;
if (joyPositionY != 0 || joyPositionX != 0)
{
print(joyPositionX+" "+joyPositionY);
}
}
开发者ID:YaFengYi,项目名称:Unity,代码行数:12,代码来源:MoveController.cs
示例16: On_JoystickMove
void On_JoystickMove( MovingJoystick move)
{
if (move.joystickName == "Move_Turn_Joystick"){
if (Mathf.Abs(move.joystickAxis.y)>0 && Mathf.Abs(move.joystickAxis.y)<0.5){
animation.CrossFade("walk");
}
else if (Mathf.Abs(move.joystickAxis.y)>=0.5){
animation.CrossFade("run");
}
}
}
开发者ID:sonygod,项目名称:ESPUnity,代码行数:12,代码来源:JoystickEvent.cs
示例17: OnJoystickMove
//移动摇杆中
void OnJoystickMove(MovingJoystick move)
{
//获取摇杆中心偏移的坐标
joyPositionX = move.joystickAxis.x;
joyPositionY = move.joystickAxis.y;
if (move.joystickName == "Myjoystick")
{
if (joyPositionY != 0 || joyPositionX != 0)
{
}
}
}
开发者ID:1510649869,项目名称:ARPG_project,代码行数:13,代码来源:TouchControl.cs
示例18: OnJoystickMove
//移动摇杆中
void OnJoystickMove(MovingJoystick move)
{
if (move.joystickName != "MoveJoyStick")
{
return;
}
//获取摇杆中心偏移的坐标
float joyPositionX = move.joystickAxis.x;
float joyPositionY = move.joystickAxis.y;
if (joyPositionY != 0 || joyPositionX != 0)
{
//设置角色的朝向(朝向当前坐标+摇杆偏移量)
Vector3 mvoedist = new Vector3(joyPositionX, 0, joyPositionY).normalized;
Vector3 forward = Camera.main.transform.TransformDirection(mvoedist);
forward = new Vector3(forward.x, 0, forward.z);
// mvoedist.R
// Quaternion.
// transform.LookAt(forward, Vector3.up);
startSpeed = Mathf.Lerp(startSpeed, speed, Time.deltaTime);
attack.agent.speed = startSpeed;
attack.gotoDestination(transform.position + forward);
//Debug.Log("forward:" + forward.x + "," + forward.y + "," + forward.z);
//state = PlayerState.Moving;
}
}
开发者ID:satela,项目名称:xjhU3d,代码行数:54,代码来源:PlayerMove.cs
示例19: On_JoystickMove
void On_JoystickMove( MovingJoystick move){
if ("Rotate_straff_Joystick" == move.joystickName) {
float angle = move.Axis2Angle (true);
// Debug.Log ("move.joystickAxis.sqrMagnitude=" + move.joystickAxis.sqrMagnitude);
Turret.transform.localRotation = Quaternion.Euler (new Vector3 (0, angle, 0));
if (!isShooting) {
isShooting = true;
gun.Shoot ();
}
}
}
开发者ID:gongchangyou,项目名称:Jackal,代码行数:13,代码来源:PlayerWeaponController.cs
示例20: On_JoystickMove
void On_JoystickMove(MovingJoystick move){
float h = move.joystickAxis.x;
float v = move.joystickAxis.y;
movement.Set(h, 0f, v);
movement = movement.normalized * speed * Time.deltaTime;
rigidbody.MovePosition (transform.position + movement);
//this.GetComponent<PlayerMovement> ().Turning ();
this.GetComponent<PlayerMovement> ().Animating (h, v);
}
开发者ID:yun63,项目名称:unity_projects,代码行数:13,代码来源:Move.cs
注:本文中的MovingJoystick类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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