Moving 3D Object Unity C#

nananana·2022년 9월 19일
0

Youtube Link
Thank You Creator who probably won't see this.

While looking at C# noticed a trend.

if a class has a property.
Lets say Input has a boolean property anyKeyDown
So basically:

Input.anyKeyDown
Note it is in Camel Notation

Input.GetKey(...)
Functions however keep the first Letter uppercase.
This is also the case with
Debug.Log(...)

Above was kind of confusing as I automatically write the first word as lowercase if I notice it uses somthing like camel notation.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Movement : MonoBehaviour
{
    void Start(){

        // Vector3 vec = new Vector3(0,0,1);
        // transform.Translate(vec);
    }
    void Update(){



        // if(Input.anyKeyDown){//Sense a key press (like switch? so only once per click)
        //     Debug.Log("We have sensed something");
        // }
        // if(Input.anyKey){//Sense a key press continuous. 
        //     Debug.Log("Hold");
        // }




        // if(Input.GetKey(KeyCode.Return)){
        //     Debug.Log("Typed Enter");
        // }else if(Input.GetKey(KeyCode.LeftArrow)){
        //     Debug.Log("Left Arrow");
        // }else if(Input.GetKey(KeyCode.RightArrow)){
        //     Debug.Log("Right Arrow");
        // }  
        //This is not optimal as if both keys are pressed it gives some form of hierarchy.
        //Might be useful to bind two keys not to be pressed together or something. But how to work in order?


        //Problem here if right and arrow are pressed together how to work this correctly?
        // if(Input.GetKey(KeyCode.Return)){
        //     Debug.Log("Enter");
        // }
        // if(Input.GetKey(KeyCode.LeftArrow)){
        //     Debug.Log("Left Arrow");
        // }
        // if(Input.GetKey(KeyCode.RightArrow)){
        //     Debug.Log("Right Arrow");
        // }
        // if(Input.GetKey(KeyCode.Escape)){
        //     Debug.Log("esc");
        // }
        // if(Input.GetKey(KeyCode.W)){
        //     Debug.Log("W");
        // }




        // if(Input.GetKeyDown(KeyCode.Space)){
        //     Debug.Log("Space pressed Down");
        // }
        // if(Input.GetKey(KeyCode.Space)){
        //     Debug.Log("space");
        // }
        // if(Input.GetKeyUp(KeyCode.Space)){
        //     Debug.Log("Space released");
        // }
    
    
    
    
    
        // if(Input.GetMouseButtonDown(0)){
        //     Debug.Log("Left click down");
        // }
        // if(Input.GetMouseButton(0)){
        //     Debug.Log("Left click");
        // }
        // if(Input.GetMouseButtonUp(0)){
        //     Debug.Log("Left click release");
        // }
        // if(Input.GetMouseButtonDown(1)){
        //     Debug.Log("Right click down");
        // }
        // if(Input.GetMouseButton(1)){
        //     Debug.Log("Right click");
        // }
        // if(Input.GetMouseButtonUp(1)){
        //     Debug.Log("Right click release");
        // }




        //Unity has some hardcoded stuff
        // if(Input.GetButtonDown("Jump")){
        //     Debug.Log("Jump pressed down");
        // }
        // if(Input.GetButton("Jump")){
        //     Debug.Log("Jump");
        // }
        // if(Input.GetButtonUp("Jump")){
        //     Debug.Log("Jump Release");
        // }



        // if(Input.GetButton("Horizontal")){
        //     // Debug.Log(Input.GetAxis("Horizontal"));
        //     Debug.Log(Input.GetAxisRaw("Horizontal"));
        // }


    }
    void FixedUpdate(){
        //Moved to Fixed Update because on update it flew out of existance.

        // if(Input.GetButton("Horizontal")){
        //     Vector3 vec = new Vector3(Input.GetAxisRaw("Horizontal"), 0, 0);
        //     transform.Translate(vec);
        // }
        // if(Input.GetButton("Vertical")){
        //     Vector3 vec = new Vector3(0, 0, Input.GetAxisRaw("Vertical"));
        //     transform.Translate(vec);
        // }



        // if(Input.GetButton("Horizontal")){
        //     Vector3 vec = new Vector3(Input.GetAxis("Horizontal"), 0, 0);
        //     transform.Translate(vec);
        // }
        // if(Input.GetButton("Vertical")){
        //     Vector3 vec = new Vector3(0, 0, Input.GetAxis("Vertical"));
        //     transform.Translate(vec);
        // }


        Vector3 vec = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        transform.Translate(vec);


    }
}

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