Maze / Library /PackageCache /com.unity.inputsystem@1.6.1 /Samples~ /SimpleDemo /SimpleController_UsingState.cs
| using UnityEngine.InputSystem; | |
| using UnityEngine; | |
| // Using state of gamepad device directly. | |
| public class SimpleController_UsingState : MonoBehaviour | |
| { | |
| public float moveSpeed; | |
| public float rotateSpeed; | |
| public GameObject projectile; | |
| private Vector2 m_Rotation; | |
| private bool m_Firing; | |
| private float m_FireCooldown; | |
| public void Update() | |
| { | |
| var gamepad = Gamepad.current; | |
| if (gamepad == null) | |
| return; | |
| var leftStick = gamepad.leftStick.ReadValue(); | |
| var rightStick = gamepad.rightStick.ReadValue(); | |
| Look(rightStick); | |
| Move(leftStick); | |
| if (gamepad.buttonSouth.wasPressedThisFrame) | |
| { | |
| m_Firing = true; | |
| m_FireCooldown = 0; | |
| } | |
| else if (gamepad.buttonSouth.wasReleasedThisFrame) | |
| { | |
| m_Firing = false; | |
| } | |
| if (m_Firing && m_FireCooldown < Time.time) | |
| { | |
| Fire(); | |
| m_FireCooldown = Time.time + 0.1f; | |
| } | |
| } | |
| private void Move(Vector2 direction) | |
| { | |
| if (direction.sqrMagnitude < 0.01) | |
| return; | |
| var scaledMoveSpeed = moveSpeed * Time.deltaTime; | |
| // For simplicity's sake, we just keep movement in a single plane here. Rotate | |
| // direction according to world Y rotation of player. | |
| var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y); | |
| transform.position += move * scaledMoveSpeed; | |
| } | |
| private void Look(Vector2 rotate) | |
| { | |
| if (rotate.sqrMagnitude < 0.01) | |
| return; | |
| var scaledRotateSpeed = rotateSpeed * Time.deltaTime; | |
| m_Rotation.y += rotate.x * scaledRotateSpeed; | |
| m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89); | |
| transform.localEulerAngles = m_Rotation; | |
| } | |
| private void Fire() | |
| { | |
| var transform = this.transform; | |
| var newProjectile = Instantiate(projectile); | |
| newProjectile.transform.position = transform.position + transform.forward * 0.6f; | |
| newProjectile.transform.rotation = transform.rotation; | |
| const int size = 1; | |
| newProjectile.transform.localScale *= size; | |
| newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3); | |
| newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse); | |
| newProjectile.GetComponent<MeshRenderer>().material.color = | |
| new Color(Random.value, Random.value, Random.value, 1.0f); | |
| } | |
| } | |