40% Analysis
30% Design
20% Code
10% Test
Ryan Games Development
Code, Notes, Examples, Genial Solutions and other programming things that may be are interesting for somebody.
Thursday, August 7, 2014
UNITY: Key press & one step movement control
Vector3 pos;
void Start () {
}
void Update () {
float veloc = 0.1f;
if(Input.GetKeyDown(KeyCode.LeftArrow))
{
pos = new Vector3(veloc * -1,0,0);
}
else if(Input.GetKeyDown(KeyCode.RightArrow))
{
pos = new Vector3(veloc,0,0);
}
else if(Input.GetKeyDown(KeyCode.UpArrow))
{
pos = new Vector3(0,veloc,0);
}
else if(Input.GetKeyDown (KeyCode.DownArrow))
{
pos = new Vector3(0,veloc * -1,0);
}
transform.localPosition += pos;
pos = new Vector3(0,0,0);
}
void Start () {
}
void Update () {
float veloc = 0.1f;
if(Input.GetKeyDown(KeyCode.LeftArrow))
{
pos = new Vector3(veloc * -1,0,0);
}
else if(Input.GetKeyDown(KeyCode.RightArrow))
{
pos = new Vector3(veloc,0,0);
}
else if(Input.GetKeyDown(KeyCode.UpArrow))
{
pos = new Vector3(0,veloc,0);
}
else if(Input.GetKeyDown (KeyCode.DownArrow))
{
pos = new Vector3(0,veloc * -1,0);
}
transform.localPosition += pos;
pos = new Vector3(0,0,0);
}
UNITY: Key pressed movement control
====================== VERSION 1 ======================
Vector3 pos;
void Start () {
}
void Update ()
{
float veloc = 0.1f;
if(Input.GetKey(KeyCode.LeftArrow))
{
pos = new Vector3(veloc * -1,0,0);
}
else if(Input.GetKey(KeyCode.RightArrow))
{
pos = new Vector3(veloc,0,0);
}
else if(Input.GetKey(KeyCode.UpArrow))
{
pos = new Vector3(0,veloc,0);
}
else if(Input.GetKey(KeyCode.DownArrow))
{
pos = new Vector3(0,veloc * -1,0);
}
transform.localPosition += pos;
pos = new Vector3(0,0,0);
}
====================== VERSION 2 ======================
void Start () {
}
void Update ()
{
if(Input.GetKey(KeyCode.LeftArrow))
{
transform.Translate(-1,0,0);
}
if(Input.GetKey(KeyCode.RightArrow))
{
transform.Translate(1,0,0);
}
if(Input.GetKey(KeyCode.UpArrow))
{
transform.Translate(0,1,0);
}
if(Input.GetKey(KeyCode.DownArrow))
{
transform.Translate(0,-1,0);
}
====================== VERSION 3 ======================
Vector3 pos;
void Start () {
}
void Update ()
{
if(Input.GetKey(KeyCode.LeftArrow))
{
pos.x--;
}
else if(Input.GetKey(KeyCode.RightArrow))
{
pos.x++;
}
else if(Input.GetKey(KeyCode.UpArrow))
{
pos.y++;
}
else if(Input.GetKey(KeyCode.DownArrow))
{
pos.y--;
}
transform.localPosition += pos;
pos = new Vector3(0,0,0);
}
====================== VERSION 4 ======================
Vector3 pos;
void Start () {
}
void Update ()
{
float veloc = 0.1f;
if(Input.GetKey(KeyCode.LeftArrow))
{
pos = new Vector3(veloc * -1,0,0);
}
else if(Input.GetKey(KeyCode.RightArrow))
{
pos = new Vector3(veloc,0,0);
}
else if(Input.GetKey(KeyCode.UpArrow))
{
pos = new Vector3(0,veloc,0);
}
else if(Input.GetKey(KeyCode.DownArrow))
{
pos = new Vector3(0,veloc * -1,0);
}
transform.localPosition += pos;
pos = new Vector3(0,0,0);
}
====================== VERSION 2 ======================
void Start () {
}
void Update ()
{
if(Input.GetKey(KeyCode.LeftArrow))
{
transform.Translate(-1,0,0);
}
if(Input.GetKey(KeyCode.RightArrow))
{
transform.Translate(1,0,0);
}
if(Input.GetKey(KeyCode.UpArrow))
{
transform.Translate(0,1,0);
}
if(Input.GetKey(KeyCode.DownArrow))
{
transform.Translate(0,-1,0);
}
====================== VERSION 3 ======================
Vector3 pos;
void Start () {
}
void Update ()
{
if(Input.GetKey(KeyCode.LeftArrow))
{
pos.x--;
}
else if(Input.GetKey(KeyCode.RightArrow))
{
pos.x++;
}
else if(Input.GetKey(KeyCode.UpArrow))
{
pos.y++;
}
else if(Input.GetKey(KeyCode.DownArrow))
{
pos.y--;
}
transform.localPosition += pos;
pos = new Vector3(0,0,0);
}
====================== VERSION 4 ======================
Vector3 pos;
void Start () {
}
void Update ()
{
if(Input.GetKey(KeyCode.LeftArrow))
{
pos.x-=.1f;
}
else if(Input.GetKey(KeyCode.RightArrow))
{
pos.x+=.1f;
}
else if(Input.GetKey(KeyCode.UpArrow))
{
pos.y+=.1f;
}
else if(Input.GetKey(KeyCode.DownArrow))
{
pos.y-=.1f;
}
transform.localPosition += pos;
pos = new Vector3(0,0,0);
}
====================== VERSION 5 ======================
public float velocidadDespzamiento;
void Start () {
}
void Update ()
{
velocidadDespzamiento = .1f;
if (Input.GetKey(KeyCode.UpArrow))
{
this.transform.Translate(Vector3.forward * velocidadDespzamiento);
}
if (Input.GetKey(KeyCode.DownArrow))
{
this.transform.Translate(Vector3.back * velocidadDespzamiento);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
this.transform.Translate(Vector3.left * velocidadDespzamiento);
}
if (Input.GetKey(KeyCode.RightArrow))
{
this.transform.Translate(Vector3.right * velocidadDespzamiento);
}
if (Input.GetKey(KeyCode.RightArrow))
{
this.transform.Translate(Vector3.right * velocidadDespzamiento);
}
}
====================== VERSION 6 ======================
Vector3 pos;
float veloc = 0f;
bool inCollision = false;
void Start () {
}
void Update ()
{
veloc = 0.01f;
if(Input.GetKey(KeyCode.RightArrow))
{
pos = new Vector3(veloc,0,0);
}
if(Input.GetKey(KeyCode.UpArrow))
{
pos = new Vector3(0,veloc,0);
}
if(Input.GetKey(KeyCode.LeftArrow))
{
pos = new Vector3(veloc * -1,0,0);
}
if(Input.GetKey(KeyCode.DownArrow))
{
pos = new Vector3(0,veloc * -1,0);
}
GetComponent<Transform> ().localPosition += pos;
pos = new Vector3 (0,0,0);
GetComponent<Transform> ().localRotation = Quaternion.identity;
}
====================== VERSION 5 ======================
public float velocidadDespzamiento;
void Start () {
}
void Update ()
{
velocidadDespzamiento = .1f;
if (Input.GetKey(KeyCode.UpArrow))
{
this.transform.Translate(Vector3.forward * velocidadDespzamiento);
}
if (Input.GetKey(KeyCode.DownArrow))
{
this.transform.Translate(Vector3.back * velocidadDespzamiento);
}
if (Input.GetKey(KeyCode.LeftArrow))
{
this.transform.Translate(Vector3.left * velocidadDespzamiento);
}
if (Input.GetKey(KeyCode.RightArrow))
{
this.transform.Translate(Vector3.right * velocidadDespzamiento);
}
if (Input.GetKey(KeyCode.RightArrow))
{
this.transform.Translate(Vector3.right * velocidadDespzamiento);
}
}
====================== VERSION 6 ======================
Vector3 pos;
float veloc = 0f;
bool inCollision = false;
void Start () {
}
void Update ()
{
veloc = 0.01f;
if(Input.GetKey(KeyCode.RightArrow))
{
pos = new Vector3(veloc,0,0);
}
if(Input.GetKey(KeyCode.UpArrow))
{
pos = new Vector3(0,veloc,0);
}
if(Input.GetKey(KeyCode.LeftArrow))
{
pos = new Vector3(veloc * -1,0,0);
}
if(Input.GetKey(KeyCode.DownArrow))
{
pos = new Vector3(0,veloc * -1,0);
}
GetComponent<Transform> ().localPosition += pos;
pos = new Vector3 (0,0,0);
GetComponent<Transform> ().localRotation = Quaternion.identity;
}
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