// Copyright (c) 2017 Augie R. Maddox, Guavaman Enterprises. All rights reserved. namespace Rewired.Demos { using UnityEngine; using System.Collections; [AddComponentMenu("")] [RequireComponent(typeof(CharacterController))] public class PressStartToJoinExample_GamePlayer : MonoBehaviour { public int gamePlayerId = 0; public float moveSpeed = 3.0f; public float bulletSpeed = 15.0f; public GameObject bulletPrefab; private CharacterController cc; private Vector3 moveVector; private bool fire; private Rewired.Player player { get { return PressStartToJoinExample_Assigner.GetRewiredPlayer(gamePlayerId); } } void OnEnable() { // Get the character controller cc = GetComponent(); } void Update() { if(!ReInput.isReady) return; // Exit if Rewired isn't ready. This would only happen during a script recompile in the editor. if(player == null) return; GetInput(); ProcessInput(); } private void GetInput() { // Get the input from the Rewired Player. All controllers that the Player owns will contribute, so it doesn't matter // whether the input is coming from a joystick, the keyboard, mouse, or a custom controller. moveVector.x = player.GetAxis("Move Horizontal"); // get input by name or action id moveVector.y = player.GetAxis("Move Vertical"); fire = player.GetButtonDown("Fire"); } private void ProcessInput() { // Process movement if(moveVector.x != 0.0f || moveVector.y != 0.0f) { cc.Move(moveVector * moveSpeed * Time.deltaTime); } // Process fire if(fire) { GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.position + transform.right, transform.rotation); bullet.GetComponent().AddForce(transform.right * bulletSpeed, ForceMode.VelocityChange); } } } }