GetAxisRaw









How do I use Get Axis Raw
Below are practical examples compiled from projects for learning and reference purposes

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File name: JumpAndRunMovement.cs Copy
68     void UpdateMovement()
69     {
70         Vector2 movementVelocity = m_Body.velocity;
71
72         if( Input.GetAxisRaw( "Horizontal" ) > 0.5f )
73         {
74             movementVelocity.x = Speed;
75
76         }
77         else if( Input.GetAxisRaw( "Horizontal" ) < -0.5f )
78         {
79             movementVelocity.x = -Speed;
80         }
81         else
82         {
83             movementVelocity.x = 0;
84         }
85
86         m_Body.velocity = movementVelocity;
87     }
File name: PickupController.cs Copy
308     void UpdateSmoothedMovementDirection()
309     {
310         Transform cameraTransform = Camera.main.transform;
311         bool grounded = IsGrounded();
312
313         // Forward vector relative to the camera along the x-z plane
314         Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
315         forward.y = 0;
316         forward = forward.normalized;
317
318         // Right vector relative to the camera
319         // Always orthogonal to the forward vector
320         Vector3 right = new Vector3(forward.z, 0, -forward.x);
321
322         float v = Input.GetAxisRaw("Vertical");
323         float h = Input.GetAxisRaw("Horizontal");
324
325         // Are we moving backwards or looking backwards
326         if (v < -0.2f)
327             movingBack = true;
328         else
329             movingBack = false;
330
331         bool wasMoving = isMoving;
332         isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
333
334         // Target direction relative to the camera
335         Vector3 targetDirection = h * right + v * forward;
336         // Debug.Log("targetDirection " + targetDirection);
337
338         // Grounded controls
339         if (grounded)
340         {
341             // Lock camera for short period when transitioning moving & standing still
342             lockCameraTimer += Time.deltaTime;
343             if (isMoving != wasMoving)
344                 lockCameraTimer = 0.0f;
345
346             // We store speed and direction seperately,
347             // so that when the character stands still we still have a valid forward direction
348             // moveDirection is always normalized, and we only update it if there is user input.
349             if (targetDirection != Vector3.zero)
350             {
351                 // If we are really slow, just snap to the target direction
352                 if (moveSpeed < walkSpeed * 0.9f && grounded)
353                 {
354                     moveDirection = targetDirection.normalized;
355                 }
356                 // Otherwise smoothly turn towards it
357                 else
358                 {
359                     moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
360
361                     moveDirection = moveDirection.normalized;
362                 }
363             }
364
365             // Smooth the speed based on the current target direction
366             float curSmooth = speedSmoothing * Time.deltaTime;
367
368             // Choose target speed
369             //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
370             float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
371
372             _characterState = PickupCharacterState.Idle;
373
374             // Pick speed modifier
375             if ((Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) && isMoving)
376             {
377                 targetSpeed *= runSpeed;
378                 _characterState = PickupCharacterState.Running;
379             }
380             else if (Time.time - trotAfterSeconds > walkTimeStart)
381             {
382                 targetSpeed *= trotSpeed;
383                 _characterState = PickupCharacterState.Trotting;
384             }
385             else if (isMoving)
386             {
387                 targetSpeed *= walkSpeed;
388                 _characterState = PickupCharacterState.Walking;
389             }
390
391             moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
392
393             // Reset walk time start when we slow down
394             if (moveSpeed < walkSpeed * 0.3f)
395                 walkTimeStart = Time.time;
396         }
397         // In air controls
398         else
399         {
400             // Lock camera while in air
401             if (jumping)
402                 lockCameraTimer = 0.0f;
403
404             if (isMoving)
405                 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
406         }
407     }
File name: ThirdPersonController.cs Copy
131     void UpdateSmoothedMovementDirection()
132     {
133         Transform cameraTransform = Camera.main.transform;
134         bool grounded = IsGrounded();
135
136         // Forward vector relative to the camera along the x-z plane
137         Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
138         forward.y = 0;
139         forward = forward.normalized;
140
141         // Right vector relative to the camera
142         // Always orthogonal to the forward vector
143         Vector3 right = new Vector3(forward.z, 0, -forward.x);
144
145         float v = Input.GetAxisRaw("Vertical");
146         float h = Input.GetAxisRaw("Horizontal");
147
148         // Are we moving backwards or looking backwards
149         if (v < -0.2f)
150             movingBack = true;
151         else
152             movingBack = false;
153
154         bool wasMoving = isMoving;
155         isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
156
157         // Target direction relative to the camera
158         Vector3 targetDirection = h * right + v * forward;
159
160         // Grounded controls
161         if (grounded)
162         {
163             // Lock camera for short period when transitioning moving & standing still
164             lockCameraTimer += Time.deltaTime;
165             if (isMoving != wasMoving)
166                 lockCameraTimer = 0.0f;
167
168             // We store speed and direction seperately,
169             // so that when the character stands still we still have a valid forward direction
170             // moveDirection is always normalized, and we only update it if there is user input.
171             if (targetDirection != Vector3.zero)
172             {
173                 // If we are really slow, just snap to the target direction
174                 if (moveSpeed < walkSpeed * 0.9f && grounded)
175                 {
176                     moveDirection = targetDirection.normalized;
177                 }
178                 // Otherwise smoothly turn towards it
179                 else
180                 {
181                     moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
182
183                     moveDirection = moveDirection.normalized;
184                 }
185             }
186
187             // Smooth the speed based on the current target direction
188             float curSmooth = speedSmoothing * Time.deltaTime;
189
190             // Choose target speed
191             //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
192             float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
193
194             _characterState = CharacterState.Idle;
195
196             // Pick speed modifier
197             if (Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift))
198             {
199                 targetSpeed *= runSpeed;
200                 _characterState = CharacterState.Running;
201             }
202             else if (Time.time - trotAfterSeconds > walkTimeStart)
203             {
204                 targetSpeed *= trotSpeed;
205                 _characterState = CharacterState.Trotting;
206             }
207             else
208             {
209                 targetSpeed *= walkSpeed;
210                 _characterState = CharacterState.Walking;
211             }
212
213             moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
214
215             // Reset walk time start when we slow down
216             if (moveSpeed < walkSpeed * 0.3f)
217                 walkTimeStart = Time.time;
218         }
219         // In air controls
220         else
221         {
222             // Lock camera while in air
223             if (jumping)
224                 lockCameraTimer = 0.0f;
225
226             if (isMoving)
227                 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
228         }
229
230
231
232     }
File name: ThirdPersonController.cs Copy
456     public bool IsMoving()
457     {
458         return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;
459     }
File name: PlayerCtrl.cs Copy
37     void Update () {
38         isGrounded = Physics2D.OverlapBox(new Vector2(feet.position.x, feet.position.y), new Vector2(boxWidth, boxHeight), 360.0f, whatIsGround);
39
40         float playerSpeed = Input.GetAxisRaw("Horizontal"); // value will be 1, -1 or 0
41
42         playerSpeed *= speedBoost;
43
44         if (playerSpeed != 0)
45             MovePlayer(playerSpeed);
46         else
47             StopMoving();
48
49         if (Input.GetButtonDown("Jump"))
50             Jump();
51
52         if (Input.GetButtonDown("Fire1"))
53         {
54             FireBullets();
55         }
56
57         ShowFalling();
58
59         if (leftPressed)
60             MovePlayer(-speedBoost);
61
62         if (rightPressed)
63             MovePlayer(speedBoost);
64     }
File name: Player.cs Copy
56   private void Update ()
57   {
58    //If it's not the player's turn, exit the function.
59    if(!GameManager.instance.playersTurn) return;
60
61    int horizontal = 0; //Used to store the horizontal move direction.
62    int vertical = 0; //Used to store the vertical move direction.
63
64    //Check if we are running either in the Unity editor or in a standalone build.
65#if UNITY_STANDALONE || UNITY_WEBPLAYER
66
67    //Get input from the input manager, round it to an integer and store in horizontal to set x axis move direction
68    horizontal = (int) (Input.GetAxisRaw ("Horizontal"));
69
70    //Get input from the input manager, round it to an integer and store in vertical to set y axis move direction
71    vertical = (int) (Input.GetAxisRaw ("Vertical"));
72
73    //Check if moving horizontally, if so set vertical to zero.
74    if(horizontal != 0)
75    {
76     vertical = 0;
77    }
78    //Check if we are running on iOS, Android, Windows Phone 8 or Unity iPhone
79#elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_IPHONE
80
81    //Check if Input has registered more than zero touches
82    if (Input.touchCount > 0)
83    {
84     //Store the first touch detected.
85     Touch myTouch = Input.touches[0];
86
87     //Check if the phase of that touch equals Began
88     if (myTouch.phase == TouchPhase.Began)
89     {
90      //If so, set touchOrigin to the position of that touch
91      touchOrigin = myTouch.position;
92     }
93
94     //If the touch phase is not Began, and instead is equal to Ended and the x of touchOrigin is greater or equal to zero:
95     else if (myTouch.phase == TouchPhase.Ended && touchOrigin.x >= 0)
96     {
97      //Set touchEnd to equal the position of this touch
98      Vector2 touchEnd = myTouch.position;
99
100      //Calculate the difference between the beginning and end of the touch on the x axis.
101      float x = touchEnd.x - touchOrigin.x;
102
103      //Calculate the difference between the beginning and end of the touch on the y axis.
104      float y = touchEnd.y - touchOrigin.y;
105
106      //Set touchOrigin.x to -1 so that our else if statement will evaluate false and not repeat immediately.
107      touchOrigin.x = -1;
108
109      //Check if the difference along the x axis is greater than the difference along the y axis.
110      if (Mathf.Abs(x) > Mathf.Abs(y))
111       //If x is greater than zero, set horizontal to 1, otherwise set it to -1
112       horizontal = x > 0 ? 1 : -1;
113      else
114       //If y is greater than zero, set horizontal to 1, otherwise set it to -1
115       vertical = y > 0 ? 1 : -1;
116     }
117    }
118
119#endif //End of mobile platform dependendent compilation section started above with #elif
120    //Check if we have a non-zero value for horizontal or vertical
121    if(horizontal != 0 || vertical != 0)
122    {
123     //Call AttemptMove passing in the generic parameter Wall, since that is what Player may interact with if they encounter one (by attacking it)
124     //Pass in horizontal and vertical as parameters to specify the direction to move Player in.
125     AttemptMove (horizontal, vertical);
126    }
127   }

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