1 using System;
2 using
UnityEngine;
3 using
UnityStandardAssets.CrossPlatformInput;
4
5 namespace
UnityStandardAssets.Vehicles.Aeroplane
6 {
7     
[RequireComponent(typeof (AeroplaneController))]
8     
public class AeroplaneUserControl4Axis : MonoBehaviour
9     {
10         
// these max angles are only used on mobile, due to the way pitch and roll input are handled
11         
public float maxRollAngle = 80;
12         
public float maxPitchAngle = 80;
13
14         
// reference to the aeroplane that we're controlling
15         
private AeroplaneController m_Aeroplane;
16         
private float m_Throttle;
17         
private bool m_AirBrakes;
18         
private float m_Yaw;
19
20
21         
private void Awake()
22         {
23             
// Set up the reference to the aeroplane controller.
24             m_Aeroplane = GetComponent<AeroplaneController>();
25         }
26
27
28         
private void FixedUpdate()
29         {
30             
// Read input for the pitch, yaw, roll and throttle of the aeroplane.
31             
float roll = CrossPlatformInputManager.GetAxis("Mouse X");
32             
float pitch = CrossPlatformInputManager.GetAxis("Mouse Y");
33             m_AirBrakes = CrossPlatformInputManager.GetButton(
"Fire1");
34             m_Yaw = CrossPlatformInputManager.GetAxis(
"Horizontal");
35             m_Throttle = CrossPlatformInputManager.GetAxis(
"Vertical");
36 #
if MOBILE_INPUT
37         AdjustInputForMobileControls(
ref roll, ref pitch, ref m_Throttle);
38 #endif
39             
// Pass the input to the aeroplane
40             m_Aeroplane.Move(roll, pitch, m_Yaw, m_Throttle, m_AirBrakes);
41         }
42
43
44         
private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle)
45         {
46             
// because mobile tilt is used for roll and pitch, we help out by
47             
// assuming that a centered level device means the user
48             
// wants to fly straight and level!
49
50             
// this means on mobile, the input represents the *desired* roll angle of the aeroplane,
51             
// and the roll input is calculated to achieve that.
52             
// whereas on non-mobile, the input directly controls the roll of the aeroplane.
53
54             
float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad;
55             
float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad;
56             roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -
1, 1);
57             pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -
1, 1);
58         }
59     }
60 }


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