UnityEngine.Input.GetButtonDown(string)

Here are the examples of the csharp api class UnityEngine.Input.GetButtonDown(string) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

61 Examples 7

1. Example

Project: Memoria
Source File: StandaloneInputModule.cs
protected bool SendSubmitEventToSelectedObject()
        {
            if (eventSystem.currentSelectedGameObject == null)
                return false;

            var data = GetBaseEventData();
            if (Input.GetButtonDown(m_SubmitButton))
                ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);

            if (Input.GetButtonDown(m_CancelButton))
                ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
            return data.used;
        }

2. Example

Project: gl-bits
Source File: StandaloneInput.cs
public override bool GetButtonDown(string name)
        {
            return Input.GetButtonDown(name);
        }

3. Example

Project: Unity-5.x-Animation-Cookbook
Source File: SimpleMove.cs
void Update()
    {
        /*We check if player pressed the "Jump" button. We need to do it in the Update function 
        instead of the FixedUpdate, because FixedUpdate has the tendency to lose GetButtonDown input*/
        if (Input.GetButtonDown("Jump"))
        {
            //If player presses the "Jump" button, we store it in the jump flag
            jump = true;
        }
    }

4. Example

Project: Rotorcross
Source File: StandaloneInput.cs
public override bool GetButtonDown(string name)
        {
            return Input.GetButtonDown(name);
        }

5. Example

Project: sdsandbox
Source File: StandaloneInput.cs
public override bool GetButtonDown(string name)
        {
            return Input.GetButtonDown(name);
        }

6. Example

Project: Uniject
Source File: UnityInput.cs
public bool GetButtonDown(string name) { return Input.GetButtonDown(name); }

7. Example

Project: unity3d-ui
Source File: StandaloneInputModule.cs
private bool SendSubmitEventToSelectedObject()
        {
            if (eventSystem.currentSelectedGameObject == null)
                return false;

            var data = GetBaseEventData();
            if (Input.GetButtonDown(m_SubmitButton))
                ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);

            if (Input.GetButtonDown(m_CancelButton))
                ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
            return data.used;
        }

8. Example

Project: unity3d-ui
Source File: StandaloneInputModule.cs
private bool AllowMoveEventProcessing(float time)
        {
            bool allow = Input.GetButtonDown(m_HorizontalAxis);
            allow |= Input.GetButtonDown(m_VerticalAxis);
            allow |= (time > m_NextAction);
            return allow;
        }

9. Example

Project: UnityHello
Source File: UnityEngine_InputWrap.cs
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
	static int GetButtonDown(IntPtr L)
	{
		try
		{
			ToLua.CheckArgsCount(L, 1);
			string arg0 = ToLua.CheckString(L, 1);
			bool o = UnityEngine.Input.GetButtonDown(arg0);
			LuaDLL.lua_pushboolean(L, o);
			return 1;
		}
		catch(Exception e)
		{
			return LuaDLL.toluaL_exception(L, e);
		}
	}

10. Example

Project: Memoria
Source File: Input.cs
public static Boolean GetButtonDown(String keyName)
        {
            Boolean buttonDown = UnityEngine.Input.GetButtonDown(keyName);
            if (buttonDown)
                return buttonDown;
            return Input.GetXButtonDown(keyName);
        }

11. Example

Project: Memoria
Source File: StandaloneInputModule.cs
private Vector2 GetRawMoveVector()
        {
            Vector2 move = Vector2.zero;
            move.x = Input.GetAxisRaw(m_HorizontalAxis);
            move.y = Input.GetAxisRaw(m_VerticalAxis);

            if (Input.GetButtonDown(m_HorizontalAxis))
            {
                if (move.x < 0)
                    move.x = -1f;
                if (move.x > 0)
                    move.x = 1f;
            }
            if (Input.GetButtonDown(m_VerticalAxis))
            {
                if (move.y < 0)
                    move.y = -1f;
                if (move.y > 0)
                    move.y = 1f;
            }
            return move;
        }

12. Example

Project: Yugioh-For-HoloLens
Source File: PlayerManager.cs
void ProcessInputs()
		{
			
			if (Input.GetButtonDown ("Fire1") ) {
				
				// we don't want to fire when we interact with UI buttons for example. IsPointerOverGameObject really means IsPointerOver*UI*GameObject
				// notice we don't use on on GetbuttonUp() few lines down, because one can mouse down, move over a UI element and release, which would lead to not lower the isFiring Flag.
				if (EventSystem.current.IsPointerOverGameObject ()) {
				//	return;
				}
				
				if (!IsFiring)
				{
					IsFiring = true;
				}
			}
			
			if (Input.GetButtonUp ("Fire1") ) {
				if (IsFiring)
				{
					IsFiring = false;
				}
			}
		}

13. Example

Project: tango-examples-unity
Source File: PlayerManager.cs
void ProcessInputs()
        {
            if (Input.GetButtonDown("Fire1"))
            {
                // we don't want to fire when we interact with UI buttons for example. IsPointerOverGameObject really means IsPointerOver*UI*GameObject
                // notice we don't use on on GetbuttonUp() few lines down, because one can mouse down, move over a UI element and release, which would lead to not lower the isFiring Flag.
                if (EventSystem.current.IsPointerOverGameObject())
                {
                    //	return;
                }

                if (!this.IsFiring)
                {
                    this.IsFiring = true;
                }
            }

            if (Input.GetButtonUp("Fire1"))
            {
                if (this.IsFiring)
                {
                    this.IsFiring = false;
                }
            }
        }

14. Example

Project: MixedRealityCompanionKit
Source File: JoystickStateManager.cs
public override bool ShouldSubmit()
        {
            return (UnityEngine.Input.GetButtonDown(this.SubmitButton) || (this.UseKeyboard && UnityEngine.Input.GetKeyDown(this.SubmitKey)));
        }

15. Example

Project: MixedRealityCompanionKit
Source File: JoystickStateManager.cs
public override bool ShouldCancel()
        {
            return (UnityEngine.Input.GetButtonDown(this.CancelButton) || (this.UseKeyboard && UnityEngine.Input.GetKeyDown(this.CancelKey)));
        }

16. Example

Project: MixedRealityCompanionKit
Source File: JoystickStateManager.cs
public override bool IsPressed(PointerEventData.InputButton button)
        {
            bool isPressed = false;

            switch (button)
            {
                case PointerEventData.InputButton.Left:
                    isPressed = (UseKeyboard && UnityEngine.Input.GetKeyDown(this.LeftKey)) || UnityEngine.Input.GetButtonDown(this.LeftButton);
                    break;
                case PointerEventData.InputButton.Middle:
                    isPressed = (UseKeyboard && UnityEngine.Input.GetKeyDown(this.MiddleKey)) || UnityEngine.Input.GetButtonDown(this.MiddleButton);
                    break;
                case PointerEventData.InputButton.Right:
                    isPressed = (UseKeyboard && UnityEngine.Input.GetKeyDown(this.RightKey)) || UnityEngine.Input.GetButtonDown(this.RightButton);
                    break;
            }

            return isPressed; ;
        }

17. Example

Project: MixedRealityCompanionKit
Source File: JoystickStateManager.cs
private Vector2 GetRawMoveVector(Stick whichStick)
        {
            Vector2 move = GetJoystickOffset(whichStick);

            if (UnityEngine.Input.GetButtonDown(this.HorizontalAxis))
            {
                if (move.x < 0.0f)
                {
                    move.x = -1.0f;
                }
                if (move.x > 0.0f)
                {
                    move.x = 1.0f;
                }
            }

            if (UnityEngine.Input.GetButtonDown(this.VerticalAxis))
            {
                if (move.y < 0.0f)
                {
                    move.y = -1.0f;
                }
                if (move.y > 0.0f)
                {
                    move.y = 1.0f;
                }
            }

            return move;
        }

18. Example

Project: MixedRealityCompanionKit
Source File: GamepadInput.cs
private void Update()
        {
            // TODO: Should this handle Submit from Edit > ProjectSettings > Input ?
            // Raise the air tap event when A button is pressed.
            if (Input.GetButtonDown(GamePadButtonA))
            {
                Debug.Log("Gamepad A worked!");
                inputManager.RaiseInputClicked(this, GamePadId, 1);
            }
        }

19. Example

Project: Silphid.Unity
Source File: CustomInputModule.cs
protected bool SendSubmitEventToSelectedObject()
        {
            if (eventSystem.currentSelectedGameObject == null)
                return false;

            var data = GetBaseEventData();
            if (Input.GetButtonDown(m_SubmitButton))
                ExecuteBubbling(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);

            if (Input.GetButtonDown(m_CancelButton))
                ExecuteBubbling(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
            return data.used;
        }

20. Example

Project: Silphid.Unity
Source File: CustomInputModule.cs
private Vector2 GetRawMoveVector()
        {
            var move = Vector2.zero;
            move.x = Input.GetAxisRaw(m_HorizontalAxis);
            move.y = Input.GetAxisRaw(m_VerticalAxis);

            if (Input.GetButtonDown(m_HorizontalAxis))
            {
                if (move.x < 0)
                    move.x = -1f;
                if (move.x > 0)
                    move.x = 1f;
            }
            if (Input.GetButtonDown(m_VerticalAxis))
            {
                if (move.y < 0)
                    move.y = -1f;
                if (move.y > 0)
                    move.y = 1f;
            }
            return move;
        }

21. Example

Project: unity3d-ui
Source File: StandaloneInputModule.cs
private Vector2 GetRawMoveVector()
        {
            Vector2 move = Vector2.zero;
            move.x = Input.GetAxisRaw(m_HorizontalAxis);
            move.y = Input.GetAxisRaw(m_VerticalAxis);

            if (Input.GetButtonDown(m_HorizontalAxis))
            {
                if (move.x < 0)
                    move.x = -1f;
                if (move.x > 0)
                    move.x = 1f;
            }
            if (Input.GetButtonDown(m_VerticalAxis))
            {
                if (move.y < 0)
                    move.y = -1f;
                if (move.y > 0)
                    move.y = 1f;
            }
            return move;
        }

22. Example

Project: battle-circle-ai
Source File: TitleMenu.cs
void Update ()
	{
		if(Input.GetButtonDown("Attack_1"))
		{
			Application.LoadLevel(Application.loadedLevel+1);
		}
	}

23. Example

Project: MixedRealityToolkit-Unity
Source File: GamepadInput.cs
private void HandleGamepadAPressed()
        {
            // TODO: Should this handle Submit from Edit > ProjectSettings > Input ?
            if (Input.GetButtonDown(GamePadButtonA))
            {
                inputManager.RaiseSourceDown(this, GamePadId, InteractionSourcePressInfo.Select);
                isAPressed = true;
                navigationCompleted = false;
                currentGestureState = GestureState.APressed;
            }

            if (isAPressed)
            {
                HandleNavigation();

                if (!holdStarted && !raiseOnce && !navigationStarted)
                {
                    // Raise hold started when user has held A down for certain interval.
                    Invoke("HandleHoldStarted", HoldStartedInterval);
                }

                // Check if we get a subsequent release on A.
                HandleGamepadAReleased();
            }
        }

24. Example

Project: MRDesignLabs_Unity_PeriodicTable
Source File: GamepadInput.cs
private void HandleGamepadAPressed()
        {
            // TODO: Should this handle Submit from Edit > ProjectSettings > Input ?
            if (Input.GetButtonDown(GamePadButtonA))
            {
                inputManager.RaiseSourceDown(this, GamePadId, InteractionSourcePressInfo.Select);
                isAPressed = true;
                navigationCompleted = false;
                currentGestureState = GestureState.APressed;
            }

            if (isAPressed)
            {
                HandleNavigation();

                if (!holdStarted && !raiseOnce && !navigationStarted)
                {
                    // Raise hold started when user has held A down for certain interval.
                    Invoke("HandleHoldStarted", HoldStartedInterval);
                }

                // Check if we get a subsequent release on A.
                HandleGamepadAReleased();
            }
        }

25. Example

Project: Memoria
Source File: StandaloneInputModule.cs
public override bool ShouldActivateModule()
        {
            if (!base.ShouldActivateModule())
                return false;

            var shouldActivate = m_ForceModuleActive;
            Input.GetButtonDown(m_SubmitButton);
            shouldActivate |= Input.GetButtonDown(m_CancelButton);
            shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
            shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
            shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
            shouldActivate |= Input.GetMouseButtonDown(0);
            return shouldActivate;
        }

26. Example

Project: Memoria
Source File: StandaloneInputModule.cs
protected bool SendMoveEventToSelectedObject()
        {
            float time = Time.unscaledTime;/n ..... /n //View Source file for more details /n }

27. Example

Project: MixedRealityCompanionKit
Source File: JoystickStateManager.cs
public override bool ShouldActivate()
        {
            bool shouldActivate = false;

            shouldActivate |= UnityEngine.Input.GetButtonDown(this.SubmitButton);
            shouldActivate |= this.UseKeyboard && UnityEngine.Input.GetKeyDown(this.SubmitKey);
            shouldActivate |= UnityEngine.Input.GetButtonDown(this.CancelButton);
            shouldActivate |= this.UseKeyboard && UnityEngine.Input.GetKeyDown(this.CancelKey);
            shouldActivate |= !Mathf.Approximately(UnityEngine.Input.GetAxisRaw(this.HorizontalAxis), 0.0f);
            shouldActivate |= !Mathf.Approximately(UnityEngine.Input.GetAxisRaw(this.VerticalAxis), 0.0f);

            return shouldActivate;
        }

28. Example

Project: MixedRealityCompanionKit
Source File: JoystickStateManager.cs
public override bool ShouldMove(out Vector2 movement)
        {
            float time = Time.unscal/n ..... /n //View Source file for more details /n }

29. Example

Project: MixedRealityToolkit-Unity
Source File: XboxControllerInputSource.cs
protected override void Update()
        {
            base.Update();

            // We will only r/n ..... /n //View Source file for more details /n }

30. Example

Project: MRDesignLabs_Unity_PeriodicTable
Source File: XboxControllerInputSource.cs
protected override void Update()
        {
            base.Update();

            // We will only r/n ..... /n //View Source file for more details /n }

31. Example

Project: CodeLabs-GameDev-1-UnityIntro
Source File: PlayerController.cs
void Update()
    {
        //TODO: Need to read player input here for Fire1
        if (Input.GetButtonDown("Fire1"))
        {
            _animator.SetTrigger("Attack");
            AttackLocalEnemies();
        }
        //Read the left/right input
        _horizontal = Input.GetAxis("Horizontal");
        _vertical = Input.GetAxis("Vertical");

        //Flips the character left if the input is < 0 and 'normal right facing' if > 0 
        if (_horizontal > 0)
        {
            _spriteRenderer.flipX = true;
        }
        else if (_horizontal < 0)
        {
            _spriteRenderer.flipX = false;
        }

        //TODO: Play Walk animation if we've read input on the horizontal
        //_animator.SetBool("Walk", _horizontal != 0 || _vertical != 0);
    }

32. Example

Project: synthesis
Source File: JoystickInput.cs
public override float getInputDown(bool exactKeyModifiers = false, string axis = "", InputDevice device = InputDevice.Any)
    {
        if (
            device != InputDevice.Any
            &&
            device != InputDevice.Joystick
            ||
            !checkModifiers(exactKeyModifiers)
           )
        {
            return 0;
        }

        float sensitivity = 1;

        if (
            axis != null
            &&
            (
            axis.Equals("Mouse X")
            ||
            axis.Equals("Mouse Y")
            )
            )
        {
            sensitivity = 0.1f;
        }

        if (mButton != JoystickButton.None)
        {
            return Input.GetButtonDown(getInputName()) ? sensitivity : 0;
        }

        return getInputByAxis() * sensitivity;
    }

33. Example

Project: Silphid.Unity
Source File: CustomInputModule.cs
public override bool ShouldActivateModule()
        {
            if (!base.ShouldActivateModule())
                return false;

            var shouldActivate = m_ForceModuleActive;
            Input.GetButtonDown(m_SubmitButton);
            shouldActivate |= Input.GetButtonDown(m_CancelButton);
            shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
            shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
            shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
            shouldActivate |= Input.GetMouseButtonDown(0);
            return shouldActivate;
        }

34. Example

Project: unity3d-ui
Source File: StandaloneInputModule.cs
public override bool ShouldActivateModule()
        {
            if (!base.ShouldActivateModule())
                return false;

            var shouldActivate = Input.GetButtonDown(m_SubmitButton);
            shouldActivate |= Input.GetButtonDown(m_CancelButton);
            shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
            shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
            shouldActivate |= (m_MousePosition - m_LastMousePosition).sqrMagnitude > 0.0f;
            shouldActivate |= Input.GetMouseButtonDown(0);
            return shouldActivate;
        }

35. Example

Project: battle-circle-ai
Source File: Director.cs
void Update ()
	{
		if(demoMode)
		{
			return;
		}

		if(!isGameOver)
		{
			healthGUI.text = (player.GetHealth() / 10).ToString();

			if(player.GetHealth() <= 0)
			{
				StartCoroutine(OnGameOver());
			}
		}
		else if(canQuit)
		{
			if(Input.GetButtonDown("Attack_1"))
			{
				Application.LoadLevel(0);
			}
		}
	}

36. Example

Project: CameraShake
Source File: BasicCharacterController.cs
private void UpdateMovement() {
		if (GetComponent<CharacterController>().isGrounded) {
			m_movement = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
			m_movement = MoveSpeed * transform.TransformDirection(m_movement);
			if (Input.GetButtonDown("Jump")) {
				m_movement.y = JumpSpeed;
			}
		}

		m_movement.y -= Gravity * Time.deltaTime;
		GetComponent<CharacterController>().Move(m_movement * Time.deltaTime);
	}

37. Example

Project: MRDesignLabs_Unity_LunarModule
Source File: DebugMenu.cs
private void Update()
        {
#if !UNITY_METRO || UNITY_EDITOR
            if (Input.GetKeyDown(EditorOpenKey))
            {
                Activate();
            }
            else if (Input.GetKeyDown(EditorDownKey))
            {
                Deactivate();
            }
#endif
            if (Input.GetButtonDown("360_RightBumper"))
            {
                if (m_MenuContainer.activeSelf)
                {
                    Deactivate();
                }
                else
                {
                    Activate();
                }
            }

            // Needs updating
            if (m_PageDirty)
            {
                for (int i = 0; i < m_PageKeys.Count; ++i)
                {
                    DebugPage page;
                    m_Pages.TryGetValue(m_PageKeys[i], out page);
                    if (page)
                    {
                        page.gameObject.SetActive(i == m_CurrentPage);
                    }
                }
                m_PageText.text = (m_CurrentPage + 1) + "/" + m_PageKeys.Count;

                m_PageDirty = false;
            }
        }

38. Example

Project: MRDesignLabs_Unity_Tools
Source File: DebugMenu.cs
private void Update()
        {
#if !UNITY_METRO || UNITY_EDITOR
            if (Input.GetKeyDown(EditorOpenKey))
            {
                Activate();
            }
            else if (Input.GetKeyDown(EditorDownKey))
            {
                Deactivate();
            }
#endif
            if (Input.GetButtonDown(LogToggleControllerMap))
            {
                if (m_MenuContainer.activeSelf)
                {
                    Deactivate();
                }
                else
                {
                    Activate();
                }
            }

            // Needs updating
            if (m_PageDirty)
            {
                for (int i = 0; i < m_PageKeys.Count; ++i)
                {
                    DebugPage page;
                    m_Pages.TryGetValue(m_PageKeys[i], out page);
                    if (page)
                    {
                        page.gameObject.SetActive(i == m_CurrentPage);
                    }
                }
                m_PageText.text = (m_CurrentPage + 1) + "/" + m_PageKeys.Count;

                m_PageDirty = false;
            }
        }

39. Example

Project: CodeLabs-GameDev-2-UnityWin10
Source File: TankShooting.cs
private void Update ()
        {
            // The slider should have a default value of the minimu/n ..... /n //View Source file for more details /n }

40. Example

Project: CodeLabs-GameDev-2-UnityWin10
Source File: TankShooting.cs
private void Update ()
        {
            // The slider should have a default value of the minimu/n ..... /n //View Source file for more details /n }

41. Example

Project: CodeLabs-GameDev-1-UnityIntro
Source File: PlayerController.cs
void Update()
    {
        //TODO: Need to read player input here for Fire1
        if (Input.GetButtonDown("Fire1"))
        {
            _animator.SetTrigger("Attack");
            AttackLocalEnemies();
        }
        //Read the left/right input
        _horizontal = Input.GetAxis("Horizontal");
        _vertical = Input.GetAxis("Vertical");

        //Flips the character left if the input is < 0 and 'normal right facing' if > 0 
        if (_horizontal > 0)
        {
            _spriteRenderer.flipX = true;
        }
        else if (_horizontal < 0)
        {
            _spriteRenderer.flipX = false;
        }

        //TODO: Play Walk animation if we've read input on the horizontal
        _animator.SetBool("Walk", _horizontal != 0 || _vertical != 0);
    }

42. Example

Project: Silphid.Unity
Source File: CustomInputModule.cs
protected bool SendMoveEventToSelectedObject()
        {
            float time = Time.unscaledTime;/n ..... /n //View Source file for more details /n }

43. Example

Project: MRDesignLabs_Unity_LunarModule
Source File: DebugLog.cs
private void Update()
        {
            if (m_LogsToAdd.Count > 0)
            {
                m_LogContent.enabled = false;

                while (m_LogsToAdd.Count > 0)
                {
                    KeyValuePair<string, LogType> log = m_LogsToAdd[0];
                    m_LogsToAdd.RemoveAt(0);

                    this.AddLog(log.Key, log.Value);
                }

                m_LogContent.enabled = true;
            }

            if (m_GoToBottom)
            {
                m_GoToBottom = false;
                m_ScrollRect.verticalNormalizedPosition = 0;
            }

#if !UNITY_METRO || UNITY_EDITOR
            if (Input.GetKeyDown(LogOpenKey))
            {
                Activate();
            }
            else if (Input.GetKeyDown(LogDownKey))
            {
                Deactivate();
            }
#endif
            if (Input.GetButtonDown("360_LeftBumper"))
            {
                if (m_DebugLogObj.activeSelf)
                {
                    Deactivate();
                }
                else
                {
                    Activate();
                }
            }
        }

44. Example

Project: MRDesignLabs_Unity_Tools
Source File: DebugLog.cs
private void Update()
        {
            if (m_LogsToAdd.Count > 0)
            {
                m_LogContent.enabled = false;

                while (m_LogsToAdd.Count > 0)
                {
                    KeyValuePair<string, LogType> log = m_LogsToAdd[0];
                    m_LogsToAdd.RemoveAt(0);

                    this.AddLog(log.Key, log.Value);
                }

                m_LogContent.enabled = true;
            }

            if (m_GoToBottom)
            {
                m_GoToBottom = false;
                m_ScrollRect.verticalNormalizedPosition = 0;
            }

#if !UNITY_METRO || UNITY_EDITOR
            if (Input.GetKeyDown(LogOpenKey))
            {
                Activate();
            }
            else if (Input.GetKeyDown(LogCloseKey))
            {
                Deactivate();
            }
#endif
            if (Input.GetButtonDown(LogToggleControllerMap))
            {
                if (m_DebugLogObj.activeSelf)
                {
                    Deactivate();
                }
                else
                {
                    Activate();
                }
            }
        }

45. Example

Project: battle-circle-ai
Source File: DudeController.cs
public void FixedUpdate()
	//function Update()
	{
		if(disabled) return;
	
		if(cardinalMovement)
		/n ..... /n //View Source file for more details /n }

46. Example

Project: Yugioh-For-HoloLens
Source File: PlayerAnimatorManager.cs
void Update () 
	    {

			// Prevent control is connected to Photon and represent the localPlayer
	        if( photonView.isMine == false && PhotonNetwork.connected == true )
	        {
	            return;
	        }

			// failSafe is missing Animator component on GameObject
	        if (!animator)
	        {
				return;
			}

			// deal with Jumping
            AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);			

			// only allow jumping if we are running.
            if (stateInfo.IsName("Base Layer.Run"))
            {
				// When using trigger parameter
                if (Input.GetButtonDown("Fire2")) animator.SetTrigger("Jump"); 
			}
           
			// deal with movement
            float h = Input.GetAxis("Horizontal");
            float v = Input.GetAxis("Vertical");

			// prevent negative Speed.
            if( v < 0 )
            {
                v = 0;
            }

			// set the Animator Parameters
            animator.SetFloat( "Speed", h*h+v*v );
            animator.SetFloat( "Direction", h, DirectionDampTime, Time.deltaTime );
	    }

47. Example

Project: tango-examples-unity
Source File: PlayerAnimatorManager.cs
void Update () 
	    {

			// Prevent control is connected to Photon and represent the localPlayer
	        if( photonView.isMine == false && PhotonNetwork.connected == true )
	        {
	            return;
	        }

			// failSafe is missing Animator component on GameObject
	        if (!animator)
	        {
				return;
			}

			// deal with Jumping
            AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);			

			// only allow jumping if we are running.
            if (stateInfo.IsName("Base Layer.Run"))
            {
				// When using trigger parameter
                if (Input.GetButtonDown("Fire2")) animator.SetTrigger("Jump"); 
			}
           
			// deal with movement
            float h = Input.GetAxis("Horizontal");
            float v = Input.GetAxis("Vertical");

			// prevent negative Speed.
            if( v < 0 )
            {
                v = 0;
            }

			// set the Animator Parameters
            animator.SetFloat( "Speed", h*h+v*v );
            animator.SetFloat( "Direction", h, DirectionDampTime, Time.deltaTime );
	    }

48. Example

Project: Memoria
Source File: HonoInputManager.cs
private void ScanKeySources()
    {
        this.ResetSources();
        if (this.isDisablePrimaryKe/n ..... /n //View Source file for more details /n }

49. Example

Project: battle-circle-ai
Source File: SwordzPlayer.cs
void Update ()
	{
		// if there are joysticks connected while in singleplayer mode (mouse controls),/n ..... /n //View Source file for more details /n }

50. Example

Project: UWO
Source File: IdleRunJump.cs
void Update () 
	{

		if (animator)
		{
			AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);			

			if (stateInfo.IsName("Base Layer.Run"))
			{
				if (Input.GetButton("Fire1")) animator.SetBool("Jump", true);                
            }
			else
			{
				animator.SetBool("Jump", false);                
            }

			if(Input.GetButtonDown("Fire2") && animator.layerCount >= 2)
			{
				animator.SetBool("Hi", !animator.GetBool("Hi"));
			}
			
		
      		float h = Input.GetAxis("Horizontal");
        	float v = Input.GetAxis("Vertical");
			
			animator.SetFloat("Speed", h*h+v*v);
            animator.SetFloat("Direction", h, DirectionDampTime, Time.deltaTime);	
		}   		  
	}