Created
January 25, 2021 08:27
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control de player
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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.InputSystem; | |
using UnityEngine.InputSystem.Interactions; | |
// Use a separate PlayerInput component for setting up input. | |
public class SimpleControl : MonoBehaviour | |
{ | |
private Animator anim; | |
void Start() | |
{ | |
anim = GetComponent<Animator>(); | |
} | |
public void OnMove(InputAction.CallbackContext context) | |
{ | |
//Debug.Log("onMove!"); | |
switch (context.phase) | |
{ | |
case InputActionPhase.Performed: | |
// interaccion realizada | |
// ¿Estoy manteniendo la tecla? | |
if (context.interaction is SlowTapInteraction) | |
{ | |
// me pongo a correr cuando la tecla está mantenida | |
Debug.Log("Tecla mantenida"); | |
Corro(); | |
} | |
else | |
{ | |
Debug.Log("Tecla presionada y soltada"); | |
// Paro de correr | |
anim.SetBool("corro", false); | |
} | |
break; | |
case InputActionPhase.Started: | |
// tecla presionada | |
Debug.Log("Phase Iniciada"); | |
Corro(); | |
break; | |
case InputActionPhase.Canceled: | |
Debug.Log("Phase Cancelelada"); | |
// Paro de correr | |
anim.SetBool("corro", false); | |
break; | |
} | |
} | |
public void OnLook(InputAction.CallbackContext context) | |
{ | |
Debug.Log("onLook!"); | |
} | |
public void OnFire(InputAction.CallbackContext context) | |
{ | |
switch (context.phase) | |
{ | |
case InputActionPhase.Performed: | |
// interaccion realizada | |
// ¿Estoy manteniendo la tecla? | |
if (context.interaction is SlowTapInteraction) | |
{ | |
// no pongo a false el parametro | |
// el jugador queda saltando | |
Debug.Log("Tecla mantenida"); | |
} | |
else | |
{ | |
Debug.Log("Salto realizado"); | |
// pongo a false el parametro | |
// si no lo hago sigue saltando | |
anim.SetBool("salto", false); | |
} | |
break; | |
case InputActionPhase.Started: | |
// tecla presionada | |
Debug.Log("Phase Iniciada"); | |
Salto(); | |
break; | |
case InputActionPhase.Canceled: | |
Debug.Log("Phase Cancelelada"); | |
break; | |
} | |
} | |
private void Salto() | |
{ | |
Debug.Log("Saltando...."); | |
// activo el parametro de la transicion en el Animator | |
anim.SetBool("salto", true); | |
} | |
private void Corro() | |
{ | |
Debug.Log("Corriendo...."); | |
// activo el parametro de la transicion en el Animator | |
anim.SetBool("corro", true); | |
} | |
} |
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