feat: player can jump with adjustable gravity
This commit is contained in:
@@ -118,6 +118,15 @@ public partial class @InputMaster: IInputActionCollection2, IDisposable
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": false
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},
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{
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""name"": ""Jump"",
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""type"": ""Button"",
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""id"": ""57b8c346-a3cf-4ff7-b88e-40c941b1ee1f"",
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""expectedControlType"": """",
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""interactions"": """",
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""initialStateCheck"": false
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}
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],
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""bindings"": [
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@@ -340,6 +349,28 @@ public partial class @InputMaster: IInputActionCollection2, IDisposable
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""action"": ""Fire"",
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""isComposite"": false,
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""id"": ""6980ad91-eccc-46ff-9c2c-839e46fad8d4"",
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""path"": ""<Keyboard>/space"",
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""processors"": """",
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""groups"": """",
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""action"": ""Jump"",
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""isComposite"": false,
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""isPartOfComposite"": false
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""name"": """",
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""id"": ""27e601ac-68ca-432e-bea3-d1d836f837a2"",
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""path"": ""<Gamepad>/buttonSouth"",
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""groups"": """",
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""action"": ""Jump"",
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""isComposite"": false,
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""isPartOfComposite"": false
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]
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},
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@@ -928,6 +959,7 @@ public partial class @InputMaster: IInputActionCollection2, IDisposable
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m_Player_Move = m_Player.FindAction("Move", throwIfNotFound: true);
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m_Player_Look = m_Player.FindAction("Look", throwIfNotFound: true);
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m_Player_Fire = m_Player.FindAction("Fire", throwIfNotFound: true);
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m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true);
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// UI
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m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
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m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true);
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@@ -1024,6 +1056,7 @@ public partial class @InputMaster: IInputActionCollection2, IDisposable
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private readonly InputAction m_Player_Move;
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private readonly InputAction m_Player_Look;
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private readonly InputAction m_Player_Fire;
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private readonly InputAction m_Player_Jump;
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/// <summary>
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/// Provides access to input actions defined in input action map "Player".
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/// </summary>
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@@ -1048,6 +1081,10 @@ public partial class @InputMaster: IInputActionCollection2, IDisposable
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/// </summary>
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public InputAction @Fire => m_Wrapper.m_Player_Fire;
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/// <summary>
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/// Provides access to the underlying input action "Player/Jump".
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/// </summary>
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public InputAction @Jump => m_Wrapper.m_Player_Jump;
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/// <summary>
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/// Provides access to the underlying input action map instance.
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/// </summary>
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public InputActionMap Get() { return m_Wrapper.m_Player; }
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@@ -1082,6 +1119,9 @@ public partial class @InputMaster: IInputActionCollection2, IDisposable
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@Fire.started += instance.OnFire;
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@Fire.performed += instance.OnFire;
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@Fire.canceled += instance.OnFire;
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@Jump.started += instance.OnJump;
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@Jump.performed += instance.OnJump;
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@Jump.canceled += instance.OnJump;
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}
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/// <summary>
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@@ -1102,6 +1142,9 @@ public partial class @InputMaster: IInputActionCollection2, IDisposable
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@Fire.started -= instance.OnFire;
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@Fire.performed -= instance.OnFire;
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@Fire.canceled -= instance.OnFire;
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@Jump.started -= instance.OnJump;
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@Jump.performed -= instance.OnJump;
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@Jump.canceled -= instance.OnJump;
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}
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/// <summary>
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@@ -1423,6 +1466,13 @@ public partial class @InputMaster: IInputActionCollection2, IDisposable
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnFire(InputAction.CallbackContext context);
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/// <summary>
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/// Method invoked when associated input action "Jump" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnJump(InputAction.CallbackContext context);
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}
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/// <summary>
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/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.
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@@ -32,6 +32,15 @@
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@@ -254,6 +263,28 @@
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"action": "Fire",
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@@ -1,5 +1,4 @@
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@@ -8,20 +7,55 @@ public class PlayerMovement : MonoBehaviour
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private InputMaster _inputMaster;
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controller.Move(move * (speed * Time.deltaTime));
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_velocity.y += _gravity * Time.deltaTime;
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controller.Move(_velocity * Time.deltaTime); // multiply again because of m/s^2
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}
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public void Jump(InputAction.CallbackContext context)
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{
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if (context.performed)
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if (_isGrounded)
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}
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}
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Reference in New Issue
Block a user