KEYCODE_D









How do I use K E Y C O D E_ D
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: RPGMovement.cs Copy
135     void UpdateRotateMovement()
136     {
137         if( Input.GetKey( KeyCode.A ) == true )
138         {
139             m_CurrentTurnSpeed = -RotateSpeed;
140             transform.Rotate( 0, -RotateSpeed * Time.deltaTime, 0 );
141         }
142
143         if( Input.GetKey( KeyCode.D ) == true )
144         {
145             m_CurrentTurnSpeed = RotateSpeed;
146             transform.Rotate( 0, RotateSpeed * Time.deltaTime, 0 );
147         }
148     }
File name: MoveByKeys.cs Copy
37     public void FixedUpdate()
38     {
39         if (!photonView.isMine)
40         {
41             return;
42         }
43
44         if (Input.GetKey(KeyCode.A))
45         {
46             transform.position += Vector3.left*(this.Speed*Time.deltaTime);
47         }
48
49         if (Input.GetKey(KeyCode.D))
50         {
51             transform.position += Vector3.right*(this.Speed*Time.deltaTime);
52         }
53
54         // jumping has a simple "cooldown" time but you could also jump in the air
55         if (this.jumpingTime <= 0.0f)
56         {
57             if (this.body != null || this.body2d != null)
58             {
59                 // obj has a Rigidbody and can jump (AddForce)
60                 if (Input.GetKey(KeyCode.Space))
61                 {
62                     this.jumpingTime = this.JumpTimeout;
63
64                     Vector2 jump = Vector2.up*this.JumpForce;
65                     if (this.body2d != null)
66                     {
67                         this.body2d.AddForce(jump);
68                     }
69                     else if (this.body != null)
70                     {
71                         this.body.AddForce(jump);
72                     }
73                 }
74             }
75         }
76         else
77         {
78             this.jumpingTime -= Time.deltaTime;
79         }
80
81         // 2d objects can't be moved in 3d "forward"
82         if (!this.isSprite)
83         {
84             if (Input.GetKey(KeyCode.W))
85             {
86                 transform.position += Vector3.forward*(this.Speed*Time.deltaTime);
87             }
88
89             if (Input.GetKey(KeyCode.S))
90             {
91                 transform.position -= Vector3.forward*(this.Speed*Time.deltaTime);
92             }
93         }
94     }
File name: PlayerControl.cs Copy
71     void MovementControls()
72     {
73         float screenSpeed = 0;
74         float horizontalInput = 0;
75         float verticalInput = 0;
76
77         screenSpeed = CameraMotor.speedScreen;
78
79         //moving right
80         if (Input.GetKey(KeyCode.D))
81             horizontalInput = speedCurrent;
82
83         //moving left
84         if (Input.GetKey(KeyCode.A))
85             horizontalInput = -speedCurrent;
86
87         //moving up
88         if (Input.GetKey(KeyCode.W))
89             verticalInput = speedCurrent;
90
91         //moving down
92         if (Input.GetKey(KeyCode.S))
93             verticalInput = -speedCurrent;
94
95
96         //result velocity
97         rb.velocity = new Vector3(horizontalInput, 0, screenSpeed + verticalInput);
98     }
File name: Cannon.cs Copy
159  void CannonMovement(){
160
161   if (Input.GetKey (KeyCode.UpArrow)) {
162    currentRotation.z += 50f * Time.deltaTime;
163   } else if (Input.GetKey (KeyCode.DownArrow)) {
164    currentRotation.z -= 50f * Time.deltaTime;
165   }
166
167   currentRotation.z = Mathf.Clamp(currentRotation.z, minRot, maxRot);
168
169   transform.rotation = Quaternion.Euler (currentRotation);
170  }

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