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changed inputs to not be hardcoded, fix #19

This commit is contained in:
Jan 2018-04-23 16:24:59 +02:00
parent 18ec2c326f
commit 569e5216aa
4 changed files with 24 additions and 8 deletions

View file

@ -23,7 +23,7 @@ public class Player : Mob {
void Update() { void Update() {
if ( Time.timeSinceLevelLoad >= nextAttackTime && attack != null) { if ( Time.timeSinceLevelLoad >= nextAttackTime && attack != null) {
if ( Input.GetKey(KeyCode.Space) ) { if ( Input.GetAxis("Fire") > 0 ) {
Debug.Log("Attack pressed!"); Debug.Log("Attack pressed!");
attack.Attack(); attack.Attack();
nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime(); nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime();

View file

@ -36,13 +36,13 @@ public class PlayerMovement : MonoBehaviour {
{ // Forward { // Forward
Vector3 acc = transform.up * acceleration; Vector3 acc = transform.up * acceleration;
if (Input.GetKey(KeyCode.S)) if (Input.GetAxis("Vertical") < 0)
acc *= 0; acc *= 0;
rb.AddForce(acc); rb.AddForce(acc);
} }
{// Drag {// Drag
Vector3 drag = speedVec.normalized * speed * speed * friction * -1; Vector3 drag = speedVec.normalized * speed * speed * friction * -1;
if (Input.GetKey(KeyCode.S)) { if (Input.GetAxis("Vertical") < 0) {
drag *= brake; drag *= brake;
drag *= speed; drag *= speed;
} }
@ -57,10 +57,10 @@ public class PlayerMovement : MonoBehaviour {
//Debug.Log(br); //Debug.Log(br);
Debug.DrawLine(transform.position, transform.position + br, Color.red, 0.01f, false); Debug.DrawLine(transform.position, transform.position + br, Color.red, 0.01f, false);
} }
if ( Input.GetKey(KeyCode.A) ) if ( Input.GetAxis("Horizontal") < 0 )
rb.MoveRotation(rb.rotation + turnSpeed); rb.MoveRotation(rb.rotation + turnSpeed);
//transform.Rotate(Vector3.forward * turnSpeed); //transform.Rotate(Vector3.forward * turnSpeed);
if ( Input.GetKey(KeyCode.D) ) if ( Input.GetAxis("Horizontal") > 0 )
rb.MoveRotation(rb.rotation - turnSpeed); rb.MoveRotation(rb.rotation - turnSpeed);
//transform.Rotate(Vector3.forward * -turnSpeed); //transform.Rotate(Vector3.forward * -turnSpeed);
// Debug lines // Debug lines

View file

@ -25,7 +25,7 @@ public class UIController : MonoBehaviour
void Update() { void Update() {
if (Input.GetKey(KeyCode.R) && GameController.instance.GameEnded()) { if (Input.GetAxis("Reset") > 0 && GameController.instance.GameEnded()) {
LoadSceneByIndex(firstSceneIndex); LoadSceneByIndex(firstSceneIndex);
} }
} }

View file

@ -38,11 +38,11 @@ InputManager:
axis: 0 axis: 0
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Fire1 m_Name: Fire
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: left ctrl positiveButton: space
altNegativeButton: altNegativeButton:
altPositiveButton: mouse 0 altPositiveButton: mouse 0
gravity: 1000 gravity: 1000
@ -293,3 +293,19 @@ InputManager:
type: 0 type: 0
axis: 0 axis: 0
joyNum: 0 joyNum: 0
- serializedVersion: 3
m_Name: Reset
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: r
altNegativeButton:
altPositiveButton: return
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0