KEYCODE_S









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

Featured Snippets


File name: JumpAndRunMovement.cs Copy
52     void UpdateJumping()
53     {
54         if( Input.GetKey( KeyCode.Space ) == true && m_IsGrounded == true )
55         {
56             m_Animator.SetTrigger( "IsJumping" );
57             m_Body.AddForce( Vector2.up * JumpForce );
58             m_PhotonView.RPC( "DoJump", PhotonTargets.Others );
59         }
60     }
File name: RPGMovement.cs Copy
114     void UpdateBackwardMovement()
115     {
116         if( Input.GetKey( KeyCode.S ) == true )
117         {
118             m_CurrentMovement = -transform.forward * BackwardSpeed;
119         }
120     }
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: PlayerMoveScript.cs Copy
50  void Update () {
51
52   grounded = Physics2D.OverlapCircle(groundCheck.position, groundChecked, isGround);
53
54   if(transform.position.x > speedCount) {
55    speedCount += speedIncrease;
56    speedIncrease = speedIncrease * speedMultiplier;
57    moveSpeed = moveSpeed * speedMultiplier;
58   }
59
60   rigidbody.velocity = new Vector2 (moveSpeed, rigidbody.velocity.y);
61
62   if(Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) {
63
64    if(grounded) {
65     rigidbody.velocity = new Vector2 (rigidbody.velocity.x, jumpForce);
66     anim.SetTrigger ("Jump");
67     stopJumping = false;
68    }
69   }
70
71   if((Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0)) && !stopJumping) {
72    if(jumpTimeCounter > 0) {
73     rigidbody.velocity = new Vector2 (rigidbody.velocity.x, jumpForce);
74     jumpTimeCounter -= Time.deltaTime;
75    }
76   }
77
78   if(Input.GetKeyUp (KeyCode.Space) || Input.GetMouseButtonUp(0)) {
79    jumpTimeCounter = 0;
80    stopJumping = true;
81   }
82
83   if(grounded) {
84    jumpTimeCounter = jumpTime;
85   }
86
87
88   scoreCount += pointsPerSeconds = Time.deltaTime;
89
90   if(scoreCount > highScoreCount) {
91    highScoreCount = scoreCount;
92
93   }
94   scoreText.text = "Score: " + Mathf.Round(scoreCount);
95
96  }
File name: PlayerControl.cs Copy
49     void ShootOrPauseControls()
50     {
51         if (!SystemScr.paused)
52         {
53             if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space))
54             {
55                 GameObject p_bullet = pools.GetPoolableObject("p_bullet");
56
57                 if (p_bullet != null && maxBulletsOnScreen > 0)
58                 {
59                     sounds.PlaySoundsPlayer(0);
60                     p_bullet.SetActive(true);
61                     p_bullet.GetComponent().ShootMe(transform.position);
62                 }
63             }
64         }
65         if (Input.GetKeyDown(KeyCode.Escape))
66         {
67             ui.Pause_btn();
68         }
69     }
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
120  void CannonShoot(){
121   if (Input.GetKey (KeyCode.Space)) {
122    if(shot != 0){
123     UpdatePowerLevel ();
124    }
125   }else if(Input.GetKeyUp(KeyCode.Space)){
126    if (shot != 0) {
127     GameObject newCannonBullet = Instantiate (cannonBullet, cannonTip.position, Quaternion.identity) as GameObject;
128     newCannonBullet.transform.GetComponent ().AddForce (cannonTip.right * powerLevel.value, ForceMode2D.Impulse);
129     if (GameController.instance != null && MusicController.instance != null) {
130      if (GameController.instance.isMusicOn) {
131       audioSource.PlayOneShot (cannonShot);
132      }
133     }
134     shot--;
135     powerLevel.value = 0;
136     readyToShoot = false;
137    }
138   }
139
140  }
File name: GameScreen.cs Copy
379         public void LateUpdate()
380         {
381             if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space))
382             {
383                 if (InputController.Name == InputNames.GAMESCREEN)
384                 {
385                     if (InputController.IsScreen)
386                     {
387                         if(Time.timeScale != 0)
388                             animals.getAnimal(0).GetComponent().Jump();
389                         //createBuiTien(-1.2f, 1f);
390                     }
391                 }
392             }
393             else if (Input.GetMouseButtonUp(0))
394             {
395                 InputController.IsScreen = true;
396             }
397             if (Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.Backspace))
398             {
399                 if (!isPrepare)
400                 {
401                     if (dialog != null && dialog.activeSelf && InputController.Name == InputNames.DIALOG)
402                     {
403                         dialog.GetComponent().hideDialog();
404                         pauseLayer.SetActive(true);
405                     }else if (InputController.Name == InputNames.GAMESCREEN)
406                     {
407                         pauseGame();
408                         dialog.GetComponent().showDialog();
409                         pauseLayer.SetActive(false);
410                     }
411                     else if (pauseLayer.activeSelf)
412                     {
413                         resumeGame();
414                     }
415                 }
416             }
417             if (isPrepare)
418             {
419                 isPrepare = false;
420
421                 buttonSkills.setFonts(shopFont);
422                 prepareGame();
423             }
424         }

KEYCODE_S 130 lượt xem

Gõ tìm kiếm nhanh...