using System.Collections; using UnityEngine; using UnityEngine.InputSystem.Interactions; // Use action set asset instead of lose InputActions directly on component. public class SimpleController_UsingActionAsset : MonoBehaviour { public float moveSpeed; public float rotateSpeed; public float burstSpeed; public GameObject projectile; private SimpleControls m_Controls; private bool m_Charging; private Vector2 m_Rotation; public void Awake() { m_Controls = new SimpleControls(); m_Controls.gameplay.fire.performed += ctx => { if (ctx.interaction is SlowTapInteraction) { StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed))); } else { Fire(); } m_Charging = false; }; m_Controls.gameplay.fire.started += ctx => { if (ctx.interaction is SlowTapInteraction) m_Charging = true; }; m_Controls.gameplay.fire.canceled += ctx => { m_Charging = false; }; } public void OnEnable() { m_Controls.Enable(); } public void OnDisable() { m_Controls.Disable(); } public void OnGUI() { if (m_Charging) GUI.Label(new Rect(100, 100, 200, 100), "Charging..."); } public void Update() { var look = m_Controls.gameplay.look.ReadValue(); var move = m_Controls.gameplay.move.ReadValue(); // Update orientation first, then move. Otherwise move orientation will lag // behind by one frame. Look(look); Move(move); } 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 IEnumerator BurstFire(int burstAmount) { for (var i = 0; i < burstAmount; ++i) { Fire(); yield return new WaitForSeconds(0.1f); } } 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().mass = Mathf.Pow(size, 3); newProjectile.GetComponent().AddForce(transform.forward * 20f, ForceMode.Impulse); newProjectile.GetComponent().material.color = new Color(Random.value, Random.value, Random.value, 1.0f); } }