Blocking one axis Input while the other is used - c#

I am able to rotate a cube on the axis with the greater mouse input, but don't know how to block input of the minor axis until mouse up.
The script includes a snap to the nearest 90 degree angle. Not so elegant, but I'll leave that for another post.
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class s_rotate_test : MonoBehaviour {
float mouseX;
float mouseY;
public float rotationSpeed = 100f;
public float smoothing = 2f;
// Use this for initialization
void Start () {
Debug.Log (transform.rotation.x + " | " + transform.rotation.y + " | " + transform.rotation.z);
}
// Update is called once per frame
void Update () {
if(Input.GetMouseButton(0)) {
mouseX = Input.GetAxis("Mouse X");
mouseY = Input.GetAxis("Mouse Y");
float rotationY = -mouseX * rotationSpeed * Time.deltaTime;
float rotationX = mouseY * rotationSpeed * Time.deltaTime;
if (mouseX * mouseX > mouseY * mouseY) {
transform.Rotate (0, rotationY, 0 /*, Space.World*/);
} else if (mouseY * mouseY > mouseX * mouseX) {
transform.Rotate (rotationX, 0, 0/*, Space.World*/);
}
}
if (Input.GetMouseButtonUp (0)) {
// Y AXIS SNAPS -------------------------------------------------------------------------------------------
if (transform.rotation.eulerAngles.y > 0 && transform.rotation.eulerAngles.y <= 45) {
Quaternion targetRotation = Quaternion.Euler (0, 0, 0);
transform.rotation = Quaternion.Lerp (transform.rotation, targetRotation, smoothing);
}
}
}
//------------------------------------------------------------------------
}

You need something to keep track of the current dragging state.
public enum State{
Normal,
DraggingX,
DraggingY
}
// This is a field
State draggingState = State.Normal;
With this setup, you check the biggest input only when the state is Normal.
After you determined the correct axis, you set the state to DraggingX (or Y).
When the mouse is pressed, you do this:
switch(dragginState){
case State.Normal:
// Get Greatest input (suppose it's X)
draggingState = State.DraggingX;
break;
case State.DraggingX:
// Use only X input
break;
case State.DraggingY:
// Use only Y input
break;
}
When it's released you set: draggingState = State.Normal; again.

Related

In-game Dash not consistent, I think effected by velocity

I'm working on a 3D fps, and want a dash. The player uses a character controller, and no rigidbody. My original implementation:
x = Input.GetAxis("Horizontal"); //just gets ur wasd inputs by default
z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z; //creates a movement vector
controller.Move(move * speed * Time.deltaTime); //moves the player
if (currentDashLength < dashLength ) //dashes for a set time period
{
currentDashLength += Time.deltaTime;
velocity.y = 0; //keeps you up in the air
controller.Move(move * Time.deltaTime * dashSpeed);
}
else
{
currentDashLength = dashLength;
isDashing = false;
}
if (Input.GetKeyDown(KeyCode.LeftShift) && dashTimer >= 1 && !isCrouching)
{
isDashing = true;
dashTimer -= 1;
currentDashLength = 0f;
health.GiveIFrames(dashLength);
}
This dash works fine, but I realized that if you had pressed shift right after starting to move, the dash would be significantly weaker. I assumed this was due to the fact that my current velocity was low, so the acceleration from the Move function didn't make me reach the speed I would when already moving at terminal velocity. I tried to fix this by multiplying the Move function inputs by 1/(the horizontal velocity of the player) but this didn't fix the issue. My full dashing code:
float dispX = transform.position.x - posX; //gets chnage in position since last frame, this is important to caluclate velocity, since the player isnt using a rigidbody
float dispY = transform.position.y - posY;
float dispZ = transform.position.z - posZ;
posX = transform.position.x;
posY = transform.position.y;
posZ = transform.position.z;
float horizontalVelocity = Mathf.Sqrt(dispX*dispX + dispZ*dispZ) / Time.deltaTime;
x = Input.GetAxis("Horizontal"); //just gets ur wasd inputs by default
z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z; //creates a movement vector
controller.Move(move * speed * Time.deltaTime); //moves the player
if (currentDashLength < dashLength )
{
currentDashLength += Time.deltaTime;
velocity.y = 0;
if(horizontalVelocity == 0)
{
Debug.Log("Cannot dash while standing still");
}
else
{
controller.Move(move * Time.deltaTime * dashSpeed * (1 / horizontalVelocity));
}
}
else
{
currentDashLength = dashLength;
isDashing = false;
}
if (Input.GetKeyDown(KeyCode.LeftShift) && dashTimer >= 1 && !isCrouching)
{
isDashing = true;
dashTimer -= 1;
currentDashLength = 0f;
health.GiveIFrames(dashLength);
}
How would I go about ensuring that the dash speed is constant?
(I tried to post this on unity answers, but the website isn't responding to me)
To get the desired behaviour I have re-written your original script by quite a lot, hope that is okay! This code only give you movement and dash control, and nothing else. You'll have to add your crouch check and health stuff back in.
Essentially, we check if the player is dashing before applying any movement, this way we don't add the dash to the current movement. If the player is dashing, we ignore their forward input and apply forward movement based on the predetermined dash. If we aren't dashing then we apply the calculated movement as usual.
private CharacterController controller;
public float speed = 10.0f;
public float dashSpeed = 20.0f;
public float dashLength = 0.5f;
private float currentDashLength = 0;
private bool isDashing = false;
private void Start()
{
controller = GetComponent<CharacterController>();
}
private void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
// Same as before
Vector3 move = new Vector3(x, 0, z);
// gets the move direction
// before we move, check if dashing
if (isDashing)
{
currentDashLength += Time.deltaTime;
move = new Vector3(move.x * dashSpeed, move.y, 1 * dashSpeed);
// this gets the current player movement, and replaces the forward velocity rather than adding to it. We add to the sideways velocity to allow for slight directional control.
// do this instead if you want the dash to only move the player in the forward direction, and prevent strafing: move = new Vector3(move.x, move.y, 1 * dashSpeed);
if (currentDashLength >= dashLength) // when we run out of time, set dash to false
{
isDashing = false;
}
}
else // if we are not dashing then move as normal
{
move *= speed;
if (Input.GetKeyDown(KeyCode.LeftShift) && move.magnitude > 0) // stops the dash ability being used when stationary
{
isDashing = true;
currentDashLength = 0;
}
}
controller.Move(move * Time.deltaTime);
}
float dispX = transform.position.x - posX;
float dispY = transform.position.y - posY;
float dispZ = transform.position.z - posZ;
posX = transform.position.x;
posY = transform.position.y;
posZ = transform.position.z;
float horizontalVelocity = Mathf.Sqrt(dispX*dispX + dispZ*dispZ) / Time.deltaTime;
x = Input.GetAxis("Horizontal");
z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (currentDashLength < dashLength )
{
currentDashLength += Time.deltaTime;
velocity.y = 0;
Vector3 dashMove = move * Time.deltaTime * dashSpeed; // Calculates the dash movement vector
// Move the player based on the dash movement vector
controller.Move(dashMove);
}
else
{
currentDashLength = dashLength;
isDashing = false;
}
if (Input.GetKeyDown(KeyCode.LeftShift) && dashTimer >= 1 && !isCrouching)
{
isDashing = true;
dashTimer -= 1;
currentDashLength = 0f;
health.GiveIFrames(dashLength);
}
By calculating the dash movement vector independently from the player's horizontal velocity, you can ensure that the dash speed remains constant regardless of whether the player is moving before dashing or not.
I think this is what you were trying to achieve? Hope it helps!

Clamp RotateAround object Unity

I am making a script to rotate my camera around a sphere but I need to clamp the y axis so the camera does not co over the polls of the sphere I am using rotate around to move my camera.
Thanks!
My current code
public float sensitivity = 1;
public float moveSpeed = 10;
public float maxUp = 45f;
public float maxDown = -45f;
public Transform target;
void Update()
{
transform.LookAt(target);
float HorizontalAxis = Input.GetAxis("Horizontal") * moveSpeed;
float VerticalAxis = Input.GetAxis("Vertical") * moveSpeed;
if (HorizontalAxis >= 1 || VerticalAxis >= 1 || HorizontalAxis <= -1 || VerticalAxis <= -1)
{
Quaternion targetPos = transform.rotation;
targetPos.x += HorizontalAxis * sensitivity;
targetPos.y += VerticalAxis * sensitivity;
transform.RotateAround(target.position, Vector3.left, targetPos.y);
transform.RotateAround(target.position, Vector3.up, targetPos.x);
}
}
Your code makes no sense to begin with.
You do
Quaternion targetPos = transform.rotation;
targetPos.x += HorizontalAxis * sensitivity;
targetPos.y += VerticalAxis * sensitivity;
Just to then use these as parameters in
transform.RotateAround(target.position, Vector3.left, targetPos.y);
transform.RotateAround(target.position, Vector3.up, targetPos.x);
A Quaternion has not three but four components x, y, z and w and they move in ranges between -1 and 1. You never touch the individual component of a Quaternion except you really know exactly what you are doing!
You rather simply want to use the HorizontalAxis and VerticalAxis directly as the parameters to RotateAround.
You could rather simply remember and clamp how much you already rotated like e.g.
private float rotatedY;
private void Update()
{
transform.LookAt(target);
// why two different multipliers anyway though?
var HorizontalAxis = Input.GetAxis("Horizontal") * moveSpeed * sensitivity;
var VerticalAxis = Input.GetAxis("Vertical") * moveSpeed * sensitivity;
// would a positive rotation exceed the maxUp?
if(rotatedY + VerticalAxis > maxUp)
{
// then rotate only so much that you terminate exactly on maxUp
VerticalAxis = maxUp - rotatedY;
}
// would a negative rotation exceed the maxDown?
else if(rotatedY + VerticalAxis < maxDown)
{
// then you rotate only that much that you terminate exactly on maxDown
VerticalAxis = maxDown - rotatedY;
}
transform.RotateAround(target.position, Vector3.left, VerticalAxis);
transform.RotateAround(target.position, Vector3.up, HorizontalAxis);
// sum up how much you already rotated vertically
rotatedY += VerticalAxis;
}

Get WASD keys to follow camera rotation in Unity

I understand there are many answers to this online but I was unable to apply them correctly to my code.
I have tried using pre-made player assets but could not get that to work.
Vector3 pos = transform.position;
public float X;
public float Y;
public float Z;
// Used to tilt camera up and down
float tilt = 0;
if (Input.GetMouseButton(1))
{
transform.Rotate(new Vector3(Input.GetAxis("Mouse Y") * panSpeed, Input.GetAxis("Mouse X") * panSpeed, 0));
X = transform.rotation.eulerAngles.x;
Y = transform.rotation.eulerAngles.y;
Z = transform.rotation.eulerAngles.z;
// Add current position of mouse input
tilt += X;
transform.rotation = Quaternion.Euler(0, Y, tilt);
}
//Spaceship does not go in direction it is facing once panned
if (Input.GetKey("w"))
{
//transform.rotation = Quaternion.Euler(0, Y, tilt);
pos.z += speed * Time.deltaTime;
}
if (Input.GetKey("s"))
{
pos.z -= speed * Time.deltaTime;
}
if (Input.GetKey("d"))
{
pos.x += speed * Time.deltaTime;
// DEBUG Does not work properly while mouse held down
//transform.Rotate(-1, 0, 0);
}
if (Input.GetKey("a"))
{
pos.x -= speed * Time.deltaTime;
}
transform.position = pos;
Assuming here the "Camera" equals transform you can simply use its local axis transform.forward
Returns a normalized vector representing the blue axis of the transform in world space.
and transform.right
Returns a normalized vector representing the red axis of the transform in world space.
like e.g.
private void Update()
{
if (Input.GetMouseButton(1))
{
// NOTE: I DON'T UNDERSTAND THIS CODE BLOCK YET
// YOU KNOW E.G. THAT IF YOU "transform.eulerAngles.x" ALREADY IS "45°"
// THE "tilt" WOULD JUMP EVERY FRAME IN HUGER STEPS (45 -> 90 -> 180 - 360 ....)
// ALSO WHY ROTATE IN X AXIS IF AFTERWARDS YOU RESET THE X ROTATION
// AND RATHER APPLY IT TO Z?
transform.Rotate(new Vector3(Input.GetAxis("Mouse Y") * panSpeed, Input.GetAxis("Mouse X") * panSpeed, 0));
X = transform.eulerAngles.x;
Y = transform.eulerAngles.y;
Z = transform.eulerAngles.z;
// Add current position of mouse input
tilt += X;
transform.rotation = Quaternion.Euler(0, Y, tilt);
}
Vector3 movement = Vector3.zero;
if (Input.GetKey(KeyCode.W))
{
movement += transform.forward;
}
if (Input.GetKey(KeyCode.S))
{
movement -= transform.forward;
}
if (Input.GetKey(KeyCode.D))
{
movement += transform.right;
}
if (Input.GetKey(KeyCode.A))
{
movement -= transform.right;
}
// I would do it like this to make sure that diagonal movement
// does not move faster
transform.position = movement.normalized * speed * Time.deltaTime;
}

Unity3D Move Camera with mouse on HORIZONTAL axis [duplicate]

I have a main camera in Unity3D that I want to rotate depending on mouse input, so it works as a first person video-game where you move the mouse depending on where do you want to look at.
The starting values of the camera (Transform tab in Inspector tab in Unity) are:
Position: X = -1, Y = 1, Z = -11.
Rotation: X = 0, Y = 0, Z = 0.
Scale: X = 1, Y = 1, Z = 1.
I added a Script component for the Main Camera. And it is the following class:
using UnityEngine;
using System.Collections;
public class CameraMove : MonoBehaviour {
float deltaRotation = 50f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(Input.GetAxis("Mouse X") < 0){
//Code for action on mouse moving left
transform.Rotate (new Vector3 (0f, -deltaRotation, 0f) * Time.deltaTime);
}
else if(Input.GetAxis("Mouse X") > 0){
//Code for action on mouse moving right
transform.Rotate (new Vector3 (0f, deltaRotation, 0f) * Time.deltaTime);
}
if(Input.GetAxis("Mouse Y") < 0){
//Code for action on mouse moving left
transform.Rotate (new Vector3 (deltaRotation, 0f, 0f) * Time.deltaTime);
}
else if(Input.GetAxis("Mouse Y") > 0){
//Code for action on mouse moving right
transform.Rotate (new Vector3 (-deltaRotation, 0f, 0f) * Time.deltaTime);
}
}
}
However, when I play the scene the camera doesn't rotate like it should. The values of the rotation change in x-axis, y-axis and even for z-axis.
What am I doing wrong?
That's a problem with how Quaternion is calculated. This happens when multiple axis are being modified. If you comment all the x rotation or the y rotation, and only rotate in one axis at a time, you will realize that this problem will go away.
To properly rotate your camera with the mouse input, use the eulerAngles or localEulerAngles variables. The option between these two depends on what you are doing.
public float xMoveThreshold = 1000.0f;
public float yMoveThreshold = 1000.0f;
public float yMaxLimit = 45.0f;
public float yMinLimit = -45.0f;
float yRotCounter = 0.0f;
float xRotCounter = 0.0f;
// Update is called once per frame
void Update()
{
xRotCounter += Input.GetAxis("Mouse X") * xMoveThreshold * Time.deltaTime;
yRotCounter += Input.GetAxis("Mouse Y") * yMoveThreshold * Time.deltaTime;
yRotCounter = Mathf.Clamp(yRotCounter, yMinLimit, yMaxLimit);
transform.localEulerAngles = new Vector3(-yRotCounter, xRotCounter, 0);
}

Mathf.clamp is not working correctly

I have made my own character in Unity, I'm working on the camera right now and I want to clamp the Y rotation of the Camera, while I'm doing this the correct way.
mouseRotY = Mathf.Clamp(mouseRotY, -90.0f, 90.0f);
So what just happens is that the camera is rotating from 359 to 0. Nothing happens until I move my mouse up when playing the game. It makes the screen look like it's flickering.
Here's my full code:
using UnityEngine;
using System.Collections;
public class FirstPersonController : MonoBehaviour {
CharacterController cc;
public float baseSpeed = 3.0f;
public float mouseSensitivity = 1.0f;
float mouseRotX = 0,
mouseRotY = 0;
public bool inverted = false;
float curSpeed = 3.0f;
string h = "Horizontal";
string v = "Vertical";
void Start () {
cc = gameObject.GetComponent<CharacterController>();
}
void FixedUpdate () {
curSpeed = baseSpeed;
mouseRotX = Input.GetAxis("Mouse X") * mouseSensitivity;
mouseRotY -= Input.GetAxis("Mouse Y") * mouseSensitivity;;
mouseRotY = Mathf.Clamp(mouseRotY, -90.0f, 90.0f);
if (!inverted)
mouseRotY *= -1;
else
mouseRotY *= 1;
float forwardMovement = Input.GetAxis(v);
float strafeMovement = Input.GetAxis(h);
Vector3 speed = new Vector3(strafeMovement * curSpeed, 0, forwardMovement * curSpeed);
speed = transform.rotation * speed;
cc.SimpleMove(speed);
transform.Rotate(0, mouseRotX, 0);
Camera.main.transform.localRotation = Quaternion.Euler(mouseRotY, 0 ,0);
}
}
If anyone of you could help me with this, that would be splendid. Thanks.
Your inverted logic is flawed, just take it out and it works. To invert the rotation you need to invert only the input and not the rotation itself every frame(it will just go from + to - and back to + again and so on). Here is a stripped down version for the y-rotation with inverted flag that works:
using UnityEngine;
using System.Collections;
public class FirstPersonController : MonoBehaviour
{
public float mouseSensitivity = 1.0f;
float mouseRotY = 0.0f;
public bool inverted = false;
private float invertedCorrection = 1.0f;
void FixedUpdate ()
{
if(Input.GetAxis ("Fire1") > 0.0f)
inverted = !inverted;
if(inverted)
invertedCorrection = -1.0f;
else
invertedCorrection = 1.0f;
mouseRotY -= invertedCorrection * Input.GetAxis("Mouse Y") * mouseSensitivity;
mouseRotY = Mathf.Clamp(mouseRotY, -90.0f, 90.0f);
Camera.main.transform.localRotation = Quaternion.Euler(mouseRotY, 0.0f, 0.0f);
}
}
another thing you might want to do is get the original rotation of the camera in your Start() function. The way it is now it sets the rotation to zero on the first frame. I cant tell from the script if this is the intended behaviour or not.

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