//按键按下 -- 首先获取键盘设备,然后通过键盘设备.出所需要的按键。 if (Key.aKey.wasPressedThisFrame)//判断这个按键是否按下。 wasPressedThisFrame 按下 { print("按下"); } //按键抬起 if (Key.aKey.wasReleasedThisFrame)//判断这个按键是否抬起 wasReleasedThisFrame 抬起 { print("抬起"); } /...
if (keyBoard.enterKey.wasPressedThisFrame) { } // 抬起 if (keyBoard.dKey.wasReleasedThisFrame) { } // 长按 if (keyBoard.spaceKey.isPressed) { } // 空格键当前帧是否按下 if (keyBoard.spaceKey.wasPressedThisFrame) print("空格键按下"); // 判断 D 键是否释放 if (keyBoard.dKey.wasRele...
publicclassPlayer:MonoBehaviour{privateRigidbodyrb;privatePlayerInputplayerInput;privatevoidAwake(){rb=GetComponent<Rigidbody>();playerInput=GetComponent<PlayerInput>();}privatevoidUpdate(){if(Keyboard.current.tKey.wasPressedThisFrame)playerInput.SwitchCurrentActionMap("UI");if(Keyboard.current.yKey.wasPres...
if(Keyboard.current.spaceKey.wasPressedThisFrame) { Debug.Log("空格键按下"); } if(Keyboard.current.aKey.wasReleasedThisFrame) { Debug.Log("A键抬起"); } if(Keyboard.current.spaceKey.isPressed) { Debug.Log("空格按下"); } if(Keyboard.current.anyKey.wasPressedThisFrame) { Debug.Log("任...
Debug.Log("Space key was pressed"); }// 检查空格键是否在这个帧被释放if (Keyboard.current.spaceKey.wasReleasedThisFrame) { Debug.Log("Space key was released"); }// 检查左鼠标键是否在这个帧被按下if (Mouse.current.leftButton.wasPressedThisFrame) ...
Gamepad handle=Gamepad.current;if(handle==null){return;}Vector2 leftDir=handle.leftStick.ReadValue();//左手柄坐标Vector2 rightDir=handle.rightStick.ReadValue();//右手柄坐标//左摇杆按下抬起if(Gamepad.current.leftStickButton.wasPressedThisFrame){}if(Gamepad.current.leftStickButton.wasReleasedThisFram...
新版:Mouse.current.leftButton.wasPressedThisFrame; Mouse.current.leftButton.wasReleasedThisFrame; Mouse.current.leftButton.isPressed; 新旧版对比 鼠标中键、右键使用方法并无差别,将“leftButton”更换为“middleButton”/“rightButton”。 这里的isPressed要稍微提一下,我们按住Ctrl点击isPressed会发现,按住的判...
publicvoidUpdate(){vargp=Gamepad.current;if(gp==null)return;Vector2leftStick=gp.leftStick.ReadValue(),rightStick=gp.rightStick.ReadValue();if(gp.buttonSouth.wasPressedThisFrame)Debug.Log("Pressed");if(gp.buttonSouth.wasReleasedThisFrame)Debug.Log("Released");//...} ...
{// if (Keyboard.current.wKey.wasPressedThisFrame)// 短按if(Keyboard.current.wKey.isPressed)// 长按//if (Input.GetKey(KeyCode.W)) // 老的写法 从Input Action里查询 具体要分为三步: 添加PlayerInput component 创建Actions 脚本里处理Action的responses ...
gamepad.aButton.wasPressedThisFrame;boolaButtonPress=gamepad.aButton.isPressed;boolaButtonUp=gamepad.aButton.wasReleasedThisFrame;// 鼠标输入获取范例Vector2mousePosition=mouse.position.ReadValue();Vector2moveDelta=mouse.delta.ReadValue();boolleftButtonDown=mouse.leftButton.wasPressedThisFrame;boolleftButton...