GetButtonDown









How do I use Get Button Down
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File name: PickupController.cs Copy
151     void Update()
152     {
153         if (isControllable)
154         {
155             if (Input.GetButtonDown("Jump"))
156             {
157                 lastJumpButtonTime = Time.time;
158             }
159
160             UpdateSmoothedMovementDirection();
161
162             // Apply gravity
163             // - extra power jump modifies gravity
164             // - controlledDescent mode modifies gravity
165             ApplyGravity();
166
167             // Apply jumping logic
168             ApplyJumping();
169
170
171             // Calculate actual motion
172             Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
173             movement *= Time.deltaTime;
174
175             //Debug.Log(movement.x.ToString("0.000") + ":" + movement.z.ToString("0.000"));
176
177             // Move the controller
178             CharacterController controller = GetComponent();
179             collisionFlags = controller.Move(movement);
180
181         }
182
183         // PUN: if a remote position is known, we smooth-move to it (being late(r) but smoother)
184         if (this.remotePosition != Vector3.zero)
185         {
186             transform.position = Vector3.Lerp(transform.position, this.remotePosition, Time.deltaTime * this.RemoteSmoothing);
187         }
188
189         velocity = (transform.position - lastPos)*25;
190
191         // ANIMATION sector
192         if (_animation)
193         {
194             if (_characterState == PickupCharacterState.Jumping)
195             {
196                 if (!jumpingReachedApex)
197                 {
198                     _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
199                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
200                     _animation.CrossFade(jumpPoseAnimation.name);
201                 }
202                 else
203                 {
204                     _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
205                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
206                     _animation.CrossFade(jumpPoseAnimation.name);
207                 }
208             }
209             else
210             {
211                 if (_characterState == PickupCharacterState.Idle)
212                 {
213                     _animation.CrossFade(idleAnimation.name);
214                 }
215                 else if (_characterState == PickupCharacterState.Running)
216                 {
217                     _animation[runAnimation.name].speed = runMaxAnimationSpeed;
218                     if (this.isControllable)
219                     {
220                         _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
221                     }
222                     _animation.CrossFade(runAnimation.name);
223                 }
224                 else if (_characterState == PickupCharacterState.Trotting)
225                 {
226                     _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
227                     if (this.isControllable)
228                     {
229                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
230                     }
231                     _animation.CrossFade(walkAnimation.name);
232                 }
233                 else if (_characterState == PickupCharacterState.Walking)
234                 {
235                     _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
236                     if (this.isControllable)
237                     {
238                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
239                     }
240                     _animation.CrossFade(walkAnimation.name);
241                 }
242
243                 if (_characterState != PickupCharacterState.Running)
244                 {
245                     _animation[runAnimation.name].time = 0.0f;
246                 }
247             }
248         }
249         // ANIMATION sector
250
251         // Set rotation to the move direction
252         if (IsGrounded())
253         {
254             // a specialty of this controller: you can disable rotation!
255             if (DoRotate)
256             {
257                 transform.rotation = Quaternion.LookRotation(moveDirection);
258             }
259         }
260         else
261         {
262             /* This causes choppy behaviour when colliding with SIDES
263              * Vector3 xzMove = velocity;
264             xzMove.y = 0;
265             if (xzMove.sqrMagnitude > 0.001f)
266             {
267                 transform.rotation = Quaternion.LookRotation(xzMove);
268             }*/
269         }
270
271         // We are in jump mode but just became grounded
272         if (IsGrounded())
273         {
274             lastGroundedTime = Time.time;
275             inAirVelocity = Vector3.zero;
276             if (jumping)
277             {
278                 jumping = false;
279                 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
280             }
281         }
282
283         lastPos = transform.position;
284     }
File name: IdleRunJump.cs Copy
33     void Update ()
34     {
35         if( m_PhotonView.isMine == false && PhotonNetwork.connected == true )
36         {
37             return;
38         }
39
40         if (animator)
41         {
42             AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
43
44             if (stateInfo.IsName("Base Layer.Run"))
45             {
46                 if (Input.GetButton("Fire1")) animator.SetBool("Jump", true);
47             }
48             else
49             {
50                 animator.SetBool("Jump", false);
51             }
52
53             if(Input.GetButtonDown("Fire2") && animator.layerCount >= 2)
54             {
55                 animator.SetBool("Hi", !animator.GetBool("Hi"));
56             }
57
58
59             float h = Input.GetAxis("Horizontal");
60             float v = Input.GetAxis("Vertical");
61
62             if( v < 0 )
63             {
64                 v = 0;
65             }
66
67             animator.SetFloat( "Speed", h*h+v*v );
68             animator.SetFloat( "Direction", h, DirectionDampTime, Time.deltaTime );
69
70             float direction = animator.GetFloat( "Direction" );
71
72             float targetSpeedModifier = Mathf.Abs( v );
73
74             if( Mathf.Abs( direction ) > 0.2f )
75             {
76                 targetSpeedModifier = TurnSpeedModifier;
77             }
78
79             m_SpeedModifier = Mathf.MoveTowards( m_SpeedModifier, targetSpeedModifier, Time.deltaTime * 25f );
80
81             Vector3 speed = transform.forward * SynchronizedMaxSpeed * m_SpeedModifier;
82             float turnSpeed = direction * SynchronizedTurnSpeed;
83
84             /*float moveDistance = Vector3.Distance( transform.position, m_LastPosition ) / Time.deltaTime;
85
86             if( moveDistance < 4f && turnSpeed == 0f )
87             {
88                 speed = transform.forward * moveDistance;
89             }*/
90
91             //Debug.Log( moveDistance );
92             //Debug.Log( speed + " - " + speed.magnitude + " - " + speedModifier + " - " + h + " - " + v );
93
94             m_TransformView.SetSynchronizedValues( speed, turnSpeed );
95
96             //m_LastPosition = transform.position;
97          }
98     }
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: ScrollHelp.cs Copy
65         public void Update()
66         {
67             if (Input.GetButtonDown("Fire1"))
68             {
69                 touchX = Input.mousePosition.x;
70                 isUpdate = false;
71                 updateDots();
72             }
73             else if (Input.GetButton("Fire1"))//su kien giu chuot
74             {
75                 deltaX = Input.mousePosition.x - touchX;
76
77                 rect1.x += deltaX;
78                 rect2.x += deltaX;
79                 rect3.x += deltaX;
80                 rect4.x += deltaX;
81
82                 touchX = Input.mousePosition.x;
83
84             }
85             else if (Input.GetButtonUp("Fire1"))
86             {
87                 Current = currentBg(rect1.x);
88                 offsetX = -538 * Current - 10 * Current - rect1.x;
89                 step = offsetX * 5;
90                 isUpdate = true;
91                 rxs[0] = rect1.x + offsetX;
92                 rxs[1] = rect2.x + offsetX;
93                 rxs[2] = rect3.x + offsetX;
94                 rxs[3] = rect4.x + offsetX;
95             }
96
97
98             if (isUpdate)
99             {
100                 if (offsetX < 0)
101                 {
102                     if (rect1.x > rxs[0])
103                     {
104                         rect1.x += step * Time.deltaTime;
105                         rect2.x += step * Time.deltaTime;
106                         rect3.x += step * Time.deltaTime;
107                         rect4.x += step * Time.deltaTime;
108                     }
109                     else
110                     {
111                         rect1.x = rxs[0];
112                         rect2.x = rxs[1];
113                         rect3.x = rxs[2];
114                         rect4.x = rxs[3];
115                         isUpdate = false;
116                         updateDots();
117                     }
118                 }
119                 else
120                 {
121                     if (rect1.x < rxs[0])
122                     {
123                         rect1.x += step * Time.deltaTime;
124                         rect2.x += step * Time.deltaTime;
125                         rect3.x += step * Time.deltaTime;
126                         rect4.x += step * Time.deltaTime;
127                     }
128                     else
129                     {
130                         rect1.x = rxs[0];
131                         rect2.x = rxs[1];
132                         rect3.x = rxs[2];
133                         rect4.x = rxs[3];
134                         isUpdate = false;
135                         updateDots();
136                     }
137                 }
138             }
139         }
File name: TouchText.cs Copy
33         public void LateUpdate()
34         {
35             if (InputController.Enabled && InputController.Name == InputNames.MAINMENU)
36             {
37                 if (Input.GetButtonDown("Fire1") && InputController.IsScreen)
38                 {
39                     SceneManager.LoadScene("MapScreen");
40                 }
41                 else if (Input.GetMouseButtonUp(0))
42                 {
43                     InputController.IsScreen = true;
44                 }
45             }
46         }
File name: Maps.cs Copy
51         void Update()
52         {
53             if (Input.GetButtonDown("Fire1"))
54             {
55                 touchX = Input.mousePosition.x;
56                 isUpdate = false;
57             }
58             else if (Input.GetButton("Fire1"))
59             {
60                 deltaX = Input.mousePosition.x - touchX;
61                 transform.localPosition += new Vector3(deltaX / 100, transform.localPosition.y, transform.localPosition.z);
62                 touchX = Input.mousePosition.x;
63
64                 current = currentWorldMap(transform.localPosition.x);
65
66                 offsetX = -8 * current - transform.localPosition.x;
67                 if (Mathf.Abs(offsetX) >= 0.3f)
68                 {
69                     isDragged = true;
70                 }
71                 UpdateDots();
72             }
73             else if (Input.GetButtonUp("Fire1"))
74             {
75                 current = currentWorldMap(transform.localPosition.x);
76
77                 offsetX = -8 * current - transform.localPosition.x;
78                 rx = transform.position.x + offsetX;
79
80                 isUpdate = true;
81             }
82
83             if (isUpdate)
84             {
85                 updateMaps();
86             }
87         }
File name: InputProcessor.cs Copy
27     public void Update()
28     {
29         if (!InputController.Enabled) return;
30         calculateTransform();
31         if (Input.GetButtonDown("Fire1"))
32         {
33             if (checkBounds(rect, convertTo800x480(Input.mousePosition)))
34             {
35                 isTouchedDown = true;
36                 if(gameObject.GetComponent() != null)
37                     gameObject.GetComponent().OnTouchDown();
38                 InputController.IsScreen = false;
39             }
40         }
41         else if (Input.GetButtonUp("Fire1"))
42         {
43             if (gameObject.GetComponent() != null)
44                 gameObject.GetComponent().OnCheckUp();
45             Vector2 mouse = convertTo800x480(Input.mousePosition);
46             if (isTouchedDown && checkBounds(rect, convertTo800x480(Input.mousePosition)))
47             {
48                 if(gameObject.GetComponent() != null)
49                     gameObject.GetComponent().OnTouchUp();
50             }
51             isTouchedDown = false;
52         }
53     }

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