我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Controllers
{
public class KeyboardGamepadPlayerInput : PlayerInput
{
public bool useKeyboardAndMouse { get; set; } = true;
public bool useGamepad { get; set; } = true;
[Header("Behaviour")]
public float LookExponent = 2.0f;
[Range(0.0f, 0.7f)]
public float MovementDeadZone = 0.15f;
[Range(0.0f, 0.7f)]
public float LookDeadZone = 0.15f;
[Header("Gamepad Axes")]
public string MovementHorizontalAxis = "Horizontal";
public string MovementVerticalAxis = "Vertical";
public string LookHorizontalAxis = "Look X";
public string LookVerticalAxis = "Look Y";
[Header("Mouse Axes")]
public string MouseHorizontalAxis = "Mouse X";
public string MouseVerticalAxis = "Mouse Y";
[Header("Buttons")]
public string JumpButton = "Jump";
public override Vector2 Look => m_Look;
public override Vector2 Movement => m_Movement;
public override ButtonState Jump => m_Jump;
Vector2 m_Movement;
Vector2 m_Look;
ButtonState m_Jump;
public override void UpdateInput()
{
if(useGamepad || useKeyboardAndMouse)
{
m_Movement = new Vector2(Input.GetAxisRaw(MovementHorizontalAxis), Input.GetAxisRaw(MovementVerticalAxis));
if (m_Movement.magnitude < MovementDeadZone)
m_Movement = Vector2.zero;
}
m_Look = Vector2.zero;
if(useGamepad)
{
Vector2 l = new Vector2(Input.GetAxisRaw(LookHorizontalAxis), Input.GetAxisRaw(LookVerticalAxis));
Vector2 ln = l.normalized;
float lm = Mathf.Clamp01(l.magnitude);
m_Look += ln * Mathf.Pow(Mathf.Clamp01(lm - LookDeadZone) / (1.0f - LookDeadZone), LookExponent);
}
if(useKeyboardAndMouse)
m_Look += new Vector2(Input.GetAxisRaw(MouseHorizontalAxis), Input.GetAxisRaw(MouseVerticalAxis));
m_Jump = GetButtonState(JumpButton);
}
}
}