Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Controllers
{
public class KeyboardGamepadPlayerInput : PlayerInput
{
[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 string PauseButton = "Pause";
public string ActionButton = "Action";
public string ShootButton = "Shoot";
public string UpButton = "Up";
public string DownButton = "Down";
public string LeftButton = "Left";
public string RightButton = "Right";
public override Vector2 Look => m_Look;
public override Vector2 Movement => m_Movement;
public override ButtonState Pause => m_Pause;
public override ButtonState Jump => m_Jump;
public override ButtonState Shoot => m_Shoot;
public override ButtonState Action => m_Action;
Vector2 m_Movement;
Vector2 m_Look;
ButtonState m_Pause;
ButtonState m_Jump;
ButtonState m_Shoot;
ButtonState m_Action;
public override void UpdateInput()
{
m_Movement = new Vector2(Input.GetAxisRaw(MovementHorizontalAxis), Input.GetAxisRaw(MovementVerticalAxis));
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 (m_Movement.magnitude < MovementDeadZone) m_Movement = Vector2.zero;
m_Look += new Vector2(Input.GetAxisRaw(MouseHorizontalAxis), Input.GetAxisRaw(MouseVerticalAxis));
m_Pause = GetButtonState(PauseButton);
m_Action = GetButtonState(ActionButton);
m_Jump = GetButtonState(JumpButton);
m_Shoot = GetButtonState(ShootButton);
}
ButtonState GetButtonState(string Button)
{
if (Input.GetButton(Button))
{
if (Input.GetButtonDown(Button))
return ButtonState.JustPressed;
else
return ButtonState.Pressed;
}
else
{
if (Input.GetButtonUp(Button))
return ButtonState.JustReleased;
else
return ButtonState.Released;
}
}
}
}