mirror of
https://github.com/stride3d/stride
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73 lines
2.1 KiB
C#
73 lines
2.1 KiB
C#
// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
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// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
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using System.Linq;
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using Xenko.Core.Mathematics;
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using Xenko.Engine;
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using Xenko.Input;
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using Xenko.Physics;
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namespace PhysicsSample
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{
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public class Player : SyncScript
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{
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private const float speed = 0.25f;
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private CharacterComponent character;
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public override void Start()
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{
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character = Entity.Get<CharacterComponent>();
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character.Gravity = new Vector3(0.0f, -10.0f, 0.0f);
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var rigidBodyComponent = Entity.Get<RigidbodyComponent>();
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if (rigidBodyComponent != null)
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{
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rigidBodyComponent.CanSleep = false;
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}
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}
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private Vector3 pointerVector;
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public override void Update()
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{
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var move = new Vector3();
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if (Input.IsKeyDown(Keys.A) || Input.IsKeyDown(Keys.Left))
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{
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move = -Vector3.UnitX;
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}
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if (Input.IsKeyDown(Keys.D) || Input.IsKeyDown(Keys.Right))
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{
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move = Vector3.UnitX;
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}
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foreach(var evt in Input.PointerEvents)
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{
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switch (evt.EventType)
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{
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case PointerEventType.Pressed:
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if (evt.Position.X < 0.5)
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{
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pointerVector = -Vector3.UnitX;
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}
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else
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{
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pointerVector = Vector3.UnitX;
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}
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break;
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case PointerEventType.Released:
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case PointerEventType.Canceled:
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pointerVector = Vector3.Zero;
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break;
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}
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}
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if (pointerVector != Vector3.Zero)
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{
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move = pointerVector;
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}
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move *= speed;
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character.Move(move);
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}
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}
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}
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