unity3d

Unity3D – Add Multiple Audio Sources – Javascript

Unity3D – Add Multiple Audio Sources – Javascript

Add Audio Sources to THIS GameObject – Advanced

1. Create a Empty Game Object and assign AddAudioSources.js:


#pragma strict

var myAudioClip : AudioClip[]; // Array of audio clips - fill it in Inspector
var mySources : AudioSource[]; // Array of audio souces
var nbOfSources : int; // Assign in Inspector the number of souces into array 
 
function Start()
{ 
    mySources = new AudioSource[nbOfSources]; // Create an Array of Audio Source
 
    for(source in mySources)// genera un array del tipo -> mySources[0].clip...
    {
        source = gameObject.AddComponent("AudioSource") as AudioSource;
    }
    
    // If you have 3 intems into array...
    mySources[0].clip = myAudioClip[0];
    mySources[1].clip = myAudioClip[1];
    mySources[2].clip = myAudioClip[2];
    
    // Others setup...
    mySources[0].playOnAwake = false; // not play in awake
    mySources[0].volume = 0.2; // setup volume
    mySources[0].Play(); // play the audio clip
 
}
	
function Update(){
	}

2. Inspector> AddAudioSources.js> AudioClip[]>Size, resize the array and DRAG AND DROP your .wav files into empty slots

3. Inspector> AddAudioSources.js> AudioSource[]>Size, resize the array

4. Play and watch inside Inspector> Empty Game Object

Add Audio Sources to ANOTHER GameObject

1. Create a Cube

2. Create a Empty Game Object and assign AddAudioSources.js:


#pragma strict

var myAudioClip : AudioClip[]; // Array of audio clips - fill it in Inspector
var mySources : AudioSource[]; // Array of audio souces
var nbOfSources : int; // Assign in Inspector the number of souces into array 
 
private var cubeobj : GameObject; // for find with name gameobject 
 
function Start()
{ 
    cubeobj = GameObject.Find("/Cube"); // Find gameobject with name

    mySources = new AudioSource[nbOfSources]; // Create an Array of Audio Source
 
    for(source in mySources)// genera un array del tipo -> mySources[0].clip...
    {
        source = cubeobj.AddComponent("AudioSource") as AudioSource;
    } 
}
	
function Update(){
	}

2. Inspector> AddAudioSources.js> AudioClip[]>Size, resize the array and DRAG AND DROP your .wav files into empty slots

3. Inspector> AddAudioSources.js> AudioSource[]>Size, resize the array

4. Play and watch inside Inspector> Cube

By |Unity3D, Video Games Development|Commenti disabilitati su Unity3D – Add Multiple Audio Sources – Javascript

Unity3D – CSharp Audio – Walking Footsteps

Unity3D – CSharp Audio – Walking Footsteps

First you have to consider:

– if character is grounded
– different audio clips depending of movement direction
– random pitch (velocità di riproduzione)
– random audio clips
– trigger zones for different ground surfaces
– trigger zones for different environments

1. In my oipinion the best practice is using an AnimationEvents to synch the Animation and the SFX (http://docs.unity3d.com/Manual/animeditor-AnimationEvents.html)

AnimationEvents -> will calls -> FootstepSfxScript.cs

2. Script some conditions:


using UnityEngine; 
using System.Collections;

public class FootSteps : MonoBehaviour {

	public CharacterController controller; 
	public AudioClip[] concrete ; 
	public AudioClip[] wood ; 
	public AudioClip[] dirt ; 
	public AudioClip[] metal ; 
	public AudioClip[] glass ; 
	public AudioClip[] sand; 
	public AudioClip[] snow; 
	public AudioClip[] floor; 
	public AudioClip[] grass;
	
	private bool step = true; 
	float audioStepLengthWalk = 0.45f; 
	float audioStepLengthRun = 0.25f;
	
	void OnControllerColliderHit ( ControllerColliderHit hit) {
		
		if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Untagged" && step == true ) {
			WalkOnConcrete();
		} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Concrete" && step == true || controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Untagged" && step == true) {
			RunOnConcrete();
		} else if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Wood" && step == true) {
			WalkOnWood();
		} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Wood" && step == true) {
			RunOnWood();
		} else if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Dirt" && step == true) {
			WalkOnDirt();
		} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Dirt" && step == true) {
			RunOnDirt();
		} else if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Metal" && step == true) {
			WalkOnMetal();
		} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Metal" && step == true) {
			RunOnMetal();       
		} else if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Glass" && step == true) {
			WalkOnGlass();
		} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Glass" && step == true) {
			RunOnGlass();
		} else if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Sand" && step == true) {
			WalkOnSand();
		} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Sand" && step == true) {
			RunOnSand();            
		} else if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Snow" && step == true) {
			WalkOnSnow();
		} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Snow" && step == true) {
			RunOnSnow();
		} else if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Floor" && step == true) {
			WalkOnFloor();
		} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Floor" && step == true) {
			RunOnFloor();   
		} else if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Grass" && step == true) {
			WalkOnGrass();
		} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Grass" && step == true) {
			RunOnGrass();                   
			
		}       
	}
	
	IEnumerator WaitForFootSteps(float stepsLength) { step = false; yield return new WaitForSeconds(stepsLength); step = true; } 

/////////////////////////////////// CONCRETE //////////////////////////////////////// 
	/// 
void WalkOnConcrete() {
	
	audio.clip = concrete[Random.Range(0, concrete.Length)];
	audio.volume = 0.1f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

void RunOnConcrete() {
	
	audio.clip = concrete[Random.Range(0, concrete.Length)];
	audio.volume = 0.3f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

////////////////////////////////// WOOD ///////////////////////////////////////////// 

void WalkOnWood() {

audio.clip = wood[Random.Range(0, wood.Length)];
audio.volume = 0.1f;
audio.Play();
StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

void RunOnWood() {
	
	audio.clip = wood[Random.Range(0, wood.Length)];
	audio.volume = 0.3f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthRun));
}

/////////////////////////////////// DIRT ////////////////////////////////////////////// 

void WalkOnDirt() {

audio.clip = dirt[Random.Range(0, dirt.Length)];
audio.volume = 0.1f;
audio.Play();
StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

void RunOnDirt() {
	
	audio.clip = dirt[Random.Range(0, dirt.Length)];
	audio.volume = 0.3f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthRun));
}

////////////////////////////////// METAL /////////////////////////////////////////////// 

void WalkOnMetal() {

audio.clip = metal[Random.Range(0, metal.Length)];
audio.volume = 0.1f;
audio.Play();
StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

void RunOnMetal() {
	
	audio.clip = metal[Random.Range(0, metal.Length)];
	audio.volume = 0.3f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthRun));
}

////////////////////////////////// GLASS /////////////////////////////////////////////// 

void WalkOnGlass() {

audio.clip = glass[Random.Range(0, glass.Length)];
audio.volume = 0.1f;
audio.Play();
StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

void RunOnGlass() {
	
	audio.clip = glass[Random.Range(0, glass.Length)];
	audio.volume = 0.3f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthRun));
}

////////////////////////////////// SAND /////////////////////////////////////////////// 

void WalkOnSand() {

audio.clip = sand[Random.Range(0, sand.Length)];
audio.volume = 0.1f;
audio.Play();
StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

void RunOnSand() {
	
	audio.clip = sand[Random.Range(0, sand.Length)];
	audio.volume = 0.3f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthRun));
}

////////////////////////////////// SNOW /////////////////////////////////////////////// 

void WalkOnSnow() {

audio.clip = snow[Random.Range(0, snow.Length)];
audio.volume = 0.1f;
audio.Play();
StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

void RunOnSnow() {
	
	audio.clip = snow[Random.Range(0, snow.Length)];
	audio.volume = 0.3f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthRun));
}

////////////////////////////////// FLOOR /////////////////////////////////////////////// 

void WalkOnFloor() {

audio.clip = floor[Random.Range(0, floor.Length)];
audio.volume = 0.1f;
audio.Play();
StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

void RunOnFloor() {
	
	audio.clip = floor[Random.Range(0, floor.Length)];
	audio.volume = 0.3f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthRun));
}

////////////////////////////////// GRASS /////////////////////////////////////////////// 

void WalkOnGrass() {

audio.clip = grass[Random.Range(0, grass.Length)];
audio.volume = 0.1f;
audio.Play();
StartCoroutine(WaitForFootSteps(audioStepLengthWalk));
}

void RunOnGrass() {
	
	audio.clip = grass[Random.Range(0, grass.Length)];
	audio.volume = 0.3f;
	audio.Play();
	StartCoroutine(WaitForFootSteps(audioStepLengthRun));
}

}// END class FootSteps

For italian people: come funziona?

1. Ottengo il Character Controller

public CharacterController controller; 

2. Inserisco in un array le clip sonore

public AudioClip[] wood ; 

3. Definisco la lunghezza delle clip

float audioStepLengthWalk = 0.45f; 
float audioStepLengthRun = 0.25f;

4. Verifico delle condizioni:

} else if (controller.isGrounded && controller.velocity.magnitude < 7 && controller.velocity.magnitude > 5 && hit.gameObject.tag == "Wood" && step == true) {
			WalkOnWood();
} else if (controller.isGrounded && controller.velocity.magnitude > 8 && hit.gameObject.tag == "Wood" && step == true) {			RunOnWood();

– controller.isGrounded -> controllo che il controller sia a terra
– controller.velocity.magnitude < 7 -> la velocità del controller sul piano xz, se bassa stà camminando, se più alta sta correndo
– hit.gameObject.tag == “Wood” -> il tipo di terreno che il controller sta toccando
– step == true -> la variabile step è vera

5. Richiama la funziona specifica

void WalkOnWood() {

audio.clip = wood[Random.Range(0, wood.Length)]; // seleziona casualmente l'audio prelevandolo dall'array
audio.volume = 0.1f; // da un volume, basso possibilmente
audio.Play(); // play l'audio
StartCoroutine(WaitForFootSteps(audioStepLengthWalk));// avvia Couroutine per evitare la riproduzione continua
}

6. La Coroutine per riprodurre il suono

IEnumerator WaitForFootSteps(float stepsLength) { step = false; yield return new WaitForSeconds(stepsLength); step = true; } 

– WaitForFootSteps(float stepsLength) -> riceve la lunghezza della clip
– step = false -> interrompe la condizione -> if (controller.isGrounded … && step == true)
– yield return new WaitForSeconds(stepsLength) -> attende fino alla fine della riproduzione del suono
– step = true; -> fa ripartire la condizione if

By |Unity3D, Video Games Development|Commenti disabilitati su Unity3D – CSharp Audio – Walking Footsteps

Unity3D – Play a sound in sync with a countdown

Unity3D – Play a sound in sync with a countdown

Create a scene with:

– Main Camera

– Cube, attach the script:


#pragma strict

// AudioCountDown() variables START ################################################################
var pinPulled : boolean = false;
var fuse : float = 8.5; // the grenade explodes x seconds after the pin is pulled
var fuseTimer : float = 0;
var grenadeBeep : AudioClip;
var slowInterval : float = 1.0; // slow speed SFX
var fastInterval : float = 0.2; // fast speed SFX for last seconds
private var nextTime : float = -1; // declare this variable outside any function so every function can acces 
// AudioCountDown() variables END ##################################################################

function Start () {
} // END Start

function Update () {
		AudioCountDown();// call the audio for the CountDown	
}// END Update

function OnMouseDown ()
{
        // When you click over the object
        pinPulled = true; // the grenade pin will be pulled
        Debug.Log('Pin Pulled!');
}// END OnMouseDown()

function AudioCountDown(){
	// Audio CountDown START ##################################################################
	//If a grenade's pin has been pulled, start the countdown
	if (pinPulled) {
	   fuseTimer -= Time.deltaTime;
	}
	else { // pin in place: reset fuseTimer and nextTime
	   fuseTimer = fuse;
	   nextTime = fuseTimer - slowInterval; // set time for 1st tick
	}
	 
	if (fuseTimer <= nextTime) { // it's time to tick:
	   if (fuseTimer < 3.0){ // if entered fast range (last second), use fast interval
	       nextTime -= fastInterval;
	   } else { // otherwise beep at slow interval
	       nextTime -= slowInterval;
	   }
	   audio.clip = grenadeBeep;
	   audio.Play(); // call Play only once
	}
	// Audio CountDown END  ####################################################################
}// END AudioCountDown()

Inspector> DRAG AND DROP the Bomb-Detonator SFX over var grenadeBeep

Play, click over the cube to start the SFX CountDown

For italian people: come funziona?
1. la variabile pinPulled viene settata true, corrisponde al togliere la sicura alla granata

2. fuseTimer è il conto alla rovescia che si attiva se pinPulled è true infatti:


//If a grenade's pin has been pulled, start the countdown
	if (pinPulled) {
	   fuseTimer -= Time.deltaTime;
	}
	else { // pin in place: reset fuseTimer and nextTime
	   fuseTimer = fuse;
	   nextTime = fuseTimer - slowInterval; // set time for 1st tick

3. fuseTimer una volta attivato viene scalato di 1 secondo alla volta

fuseTimer -= Time.deltaTime;

4. se è passato almeno un secondo…

if (fuseTimer <= nextTime)

5. avvia l’effetto sonoro

           audio.clip = grenadeBeep;
	   audio.Play(); // call Play only once

6. se il countdown è agli ultimi 3 secondi il suono sarà emesso più velocemente

if (fuseTimer <= nextTime) { // it's time to tick:
	   if (fuseTimer < 3.0){ // if entered fast range (last second), use fast interval
	       nextTime -= fastInterval;
By |Unity3D, Video Games Development|Commenti disabilitati su Unity3D – Play a sound in sync with a countdown

Unity3D – Walking Footsteps – SFX – JavaScript

Unity3D – Walking Footsteps – SFX – JavaScript

Create a scene with:

– Main Camera -> Audio Listener component
– Cube -> Audio Source component
-> WalkSfx.js


#pragma strict

// Audio var START -------------------------------
var footsteps : AudioClip[]; // Assign in Inspector
private var step : boolean = true; 
var audioStepLengthWalk = 0.58f;
// Audio var END --------------------------------- 

function Start () {
}// END Start

function Update () {
    Debug.Log(step);// show step status
    
    // move START --------------------------------
    var horiz : float = Input.GetAxis("Horizontal");
	transform.Translate(Vector3(horiz,0,0));
	// move END ----------------------------------

	// AudioPlay START ---------------------------
	if (Input.GetAxis("Horizontal") && step)
	{	
	    Walk();
	}
	// AudioPlay END -----------------------------
}// END Update()

// ###############################################
// Audio functions START #########################
function Walk(){
	audio.clip = footsteps[Random.Range(0, footsteps.Length)];
	audio.volume = 1.0f;
	audio.Play();
	WaitForFootStepsCoroutine(audioStepLengthWalk);// wait time -> audioStepLengthWalk
}// END Walk()

function WaitForFootStepsCoroutine (stepsLength : float){
	step = false; 
	yield WaitForSeconds(stepsLength); 
	step = true;
}// WaitForFootStepsCoroutine()
// Audio functions END ############################
// ################################################

Inspector> Assign 4 different Audio Clip to var footsteps

Play

For italian people: come funziona?

1. if (Input.GetAxis(“Horizontal”) && step) -> se premo i tasti dello spostamento e la variabile step è TRUE
2. viene avviata la funzione Walk();
3. Walk():
– seleziona dall’array una clip random, ce ne servono almeno 4 o il suono risulterà noioso
– setta il volume -> audio.volume = 1.0f;
– avvia l’audio -> audio.Play();
– avvia WaitForFootStepsCoroutine(), inviando audioStepLengthWalk
4. WaitForFootStepsCoroutine():
– audioStepLengthWalk = stepsLength
– step = FALSE per evitare che -> if (Input.GetAxis(“Horizontal”) provochi la riproduzione della clip sonora ad ogni frame
– yield WaitForSeconds(stepsLength); -> mantiene step = FALSE per i secondi di stepsLength -> poi step = TRUE
5. con step = TRUE -> riparte if (Input.GetAxis(“Horizontal”) && step) per avviare una nuova clip audio

By |Unity3D, Video Games Development|Commenti disabilitati su Unity3D – Walking Footsteps – SFX – JavaScript

Unity 3D – Key Sequence Input – Basics – JavaScript

Unity 3D – Key Sequence Input – Basics – JavaScript

NOTA BENE: in tutti gli script seguenti la sequenza NON VERRA’ RESETTATA in caso di errore!

Attach this script to a Gameobject in the scene

(KeyCode.) Sequence of 2 Keys – Basic

KeySequenceInput.js


// Key Sequence Input Controller
// Attach this script to a Gameobject in the scene

private var firstDown : boolean = false; // false at the beginning, I have no typed yet
private var allDown : boolean = false;   // false at the beginning, I have no typed yet
 
function Update() {

// Key sequence input controller START ######################
if(Input.GetKeyDown(KeyCode.UpArrow)) {
// highlight the button or play a sound
firstDown = true; //1. return true if you push first key
}
                  //2. if the first key is true 
if(firstDown) {
if(Input.GetKeyDown(KeyCode.RightArrow)) {
// highlight the button or play a sound
allDown = true;   //3. return true if you push first and second key
}                 
}

//4. if first and second key are true do someting...
if(allDown) {
Debug.Log ("Sequence OK!"); // Debug Code
//Do Something...
firstDown = false; // reset variables
allDown = false;   
}
// Key sequence input controller END ########################

}

Play the game and type the keys: UpArrow – RightArrow

(KeyCode.) Sequence of 4 keys – Basic


// Key Sequence Input Controller
// Attach this script to a Gameobject in the scene

private var firstDown : boolean = false;  // false at the beginning, I have no typed yet
private var secondDown : boolean = false; // false at the beginning, I have no typed yet
private var thirdDown : boolean = false;  // false at the beginning, I have no typed yet
private var allDown : boolean = false;    // false at the beginning, I have no typed yet
 
function Update() {

// Key sequence input controller START ######################
if(Input.GetKeyDown(KeyCode.UpArrow)) {
// highlight the button or play a sound
firstDown = true; //1. return true if you push first key
}
                  //2. if the first key is true 

if(firstDown) {
if(Input.GetKeyDown(KeyCode.RightArrow)) {
// highlight the button or play a sound
secondDown = true;//3. return true if you push first and second key
}                 
}

if(secondDown) {
if(Input.GetKeyDown(KeyCode.DownArrow)) {
// highlight the button or play a sound
thirdDown = true; //4. return true if you push first and second key and third
}                 
}

if(thirdDown) {
if(Input.GetKeyDown(KeyCode.LeftArrow)) {
// highlight the button or play a sound
allDown = true;  //5. return true if you push first and second key and third and fourth
}                 
}

//4. if all sequence is true do someting...
if(allDown) {
Debug.Log ("Sequence OK!"); // Debug Code
//Do Something...
firstDown = false; // reset variables
secondDown = false;
thirdDown = false;
allDown = false;   
}
// Key sequence input controller END ########################

}

Play the game and type the keys: UpArrow – RightArrow – DownArrow – LeftArrow

(KeyCode.) Sequence of 4 keys – Basic + CountDown


// Key Sequence Input Controller
// Attach this script to a Gameobject in the scene

private var firstDown : boolean = false;  // false at the beginning, I have no typed yet
private var secondDown : boolean = false; // false at the beginning, I have no typed yet
private var thirdDown : boolean = false;  // false at the beginning, I have no typed yet
private var allDown : boolean = false;    // false at the beginning, I have no typed yet

private var endTime : float; // countdown variable

function Start()
{
    endTime = Time.time + 3; // countdown variable: 3 seconds to type the right sequence!
}
 
function Update() {

    // COUNTDOWN START #########################
    var timeLeft : int = endTime - Time.time; 
    // We do not need negative time
    if (timeLeft < 0){ 
        timeLeft = 0;
    	        firstDown = false;   // reset variables, You Fail!
		secondDown = false;
		thirdDown = false;
		allDown = false;
		// Retry or Abort...
		}
    // COUNTDOWN END ###########################

// Key sequence input controller START ######################
if(Input.GetKeyDown(KeyCode.UpArrow)) {
// highlight the button or play a sound
firstDown = true; //1. return true if you push first key
}
                  //2. if the first key is true 

if(firstDown) {
if(Input.GetKeyDown(KeyCode.RightArrow)) {
// highlight the button or play a sound
secondDown = true;//3. return true if you push first and second key
}                 
}

if(secondDown) {
if(Input.GetKeyDown(KeyCode.DownArrow)) {
// highlight the button or play a sound
thirdDown = true; //4. return true if you push first and second key and third
}                 
}

if(thirdDown) {
if(Input.GetKeyDown(KeyCode.LeftArrow)) {
// highlight the button or play a sound
allDown = true;  //5. return true if you push first and second key and third and fourth
}                 
}

//4. if all sequence is true do someting...
if(allDown) {
Debug.Log ("Sequence OK!"); // Debug Code
//Next Level...
firstDown = false; // reset variables
secondDown = false;
thirdDown = false;
allDown = false;   
}
// Key sequence input controller END ########################

}

(KeyCode.) Sequence of 4 keys – Basic + CountDown – Separate function()


// Key Sequence Input Controller
// Attach this script to a GameObject in the scene

private var firstDown : boolean = false;  // false at the beginning, I have no typed yet
private var secondDown : boolean = false; // false at the beginning, I have no typed yet
private var thirdDown : boolean = false;  // false at the beginning, I have no typed yet
private var allDown : boolean = false;    // false at the beginning, I have no typed yet

private var endTime : float;

function Start()
{
    endTime = Time.time + 3; // 3 seconds to type the right sequence!
}// End Start()
 
function Update() {
	KeySequenceControl(); // call the function to control the sequence

}// End Update()

// KeySequenceControl() START ##################################################################
function KeySequenceControl(){

    // COUNTDOWN START #########################
    var timeLeft : int = endTime - Time.time; 
    // We do not need negative time
    if (timeLeft < 0){ 
        timeLeft = 0;
    	        firstDown = false;   // reset variables, You Fail!
		secondDown = false;
		thirdDown = false;
		allDown = false;
		// Retry or Abort...
		}
    // COUNTDOWN END ###########################

// Key sequence input controller START ######################
if(Input.GetKeyDown(KeyCode.UpArrow)) {
// highlight the button or play a sound
firstDown = true; //1. return true if you push first key
}
                  //2. if the first key is true 

if(firstDown) {
if(Input.GetKeyDown(KeyCode.RightArrow)) {
// highlight the button or play a sound
secondDown = true;//3. return true if you push first and second key
}                 
}

if(secondDown) {
if(Input.GetKeyDown(KeyCode.DownArrow)) {
// highlight the button or play a sound
thirdDown = true; //4. return true if you push first and second key and third
}                 
}

if(thirdDown) {
if(Input.GetKeyDown(KeyCode.LeftArrow)) {
// highlight the button or play a sound
allDown = true;  //5. return true if you push first and second key and third and fourth
}                 
}

//4. if all sequence is true do someting...
if(allDown) {
Debug.Log ("Sequence OK!"); // Debug Code
//Next Level...
firstDown = false; // reset variables
secondDown = false;
thirdDown = false;
allDown = false;   
}
// Key sequence input controller END ########################
}// KeySequenceControl() END ####################################################################

(Input Manager) Sequence of 4 keys – Basic + CountDown – Separate function()

Control Keys using Unity3D Input Manager, so end users can setup keys:

(Input.GetKeyDown(KeyCode.UpArrow) -> (Input.GetKeyDown(“up”)


// Key Sequence Input Controller
// Attach this script to a GameObject in the scene

private var firstDown : boolean = false;  // false at the beginning, I have no typed yet
private var secondDown : boolean = false; // false at the beginning, I have no typed yet
private var thirdDown : boolean = false;  // false at the beginning, I have no typed yet
private var allDown : boolean = false;    // false at the beginning, I have no typed yet

private var endTime : float;

function Start()
{
    endTime = Time.time + 3; // 3 seconds to type the right sequence!
}// End Start()
 
function Update() {
	KeySequenceControl(); // call the function to control the sequence

}// End Update()

// KeySequenceControl() START ##################################################################
function KeySequenceControl(){

    // COUNTDOWN START #########################
    var timeLeft : int = endTime - Time.time; 
    // We do not need negative time
    if (timeLeft < 0){ 
        timeLeft = 0;
    	        firstDown = false;   // reset variables, You Fail!
		secondDown = false;
		thirdDown = false;
		allDown = false;
		// Retry or Abort...
		}
    // COUNTDOWN END ###########################

// Key sequence input controller START ######################
if(Input.GetKeyDown("up")) {
// highlight the button or play a sound
firstDown = true; //1. return true if you push first key
}
                  //2. if the first key is true 

if(firstDown) {
if(Input.GetKeyDown("right")) {
// highlight the button or play a sound
secondDown = true;//3. return true if you push first and second key
}                 
}

if(secondDown) {
if(Input.GetKeyDown("down")) {
// highlight the button or play a sound
thirdDown = true; //4. return true if you push first and second key and third
}                 
}

if(thirdDown) {
if(Input.GetKeyDown("left")) {
// highlight the button or play a sound
allDown = true;  //5. return true if you push first and second key and third and fourth
}                 
}

//4. if all sequence is true do someting...
if(allDown) {
Debug.Log ("Sequence OK!"); // Debug Code
//Next Level...
firstDown = false; // reset variables
secondDown = false;
thirdDown = false;
allDown = false;   
}
// Key sequence input controller END ########################
}// KeySequenceControl() END ####################################################################


(Input Manager) Sequence of 4 keys – Basic + CountDown – Separate sequence variables


// Key Sequence Input Controller
// Attach this script to a GameObject in the scene

// Right Sequence
var firstKey  : String = "up";
var secondKey : String = "right";
var thirdKey  : String = "down";
var fourthKey : String = "left";

private var firstDown : boolean = false;  // false at the beginning, I have no typed yet
private var secondDown : boolean = false; // false at the beginning, I have no typed yet
private var thirdDown : boolean = false;  // false at the beginning, I have no typed yet
private var allDown : boolean = false;    // false at the beginning, I have no typed yet

private var endTime : float;

function Start()
{
    endTime = Time.time + 3; // 3 seconds to type the right sequence!
}// End Start()
 
function Update() {
	KeySequenceControl(); // call the function to control the sequence

}// End Update()

// KeySequenceControl() START ##################################################################
function KeySequenceControl(){

    // COUNTDOWN START #########################
    var timeLeft : int = endTime - Time.time; 
    // We do not need negative time
    if (timeLeft < 0){ 
        timeLeft = 0;
    	        firstDown = false;   // reset variables, You Fail!
		secondDown = false;
		thirdDown = false;
		allDown = false;
		// Retry or Abort...
		}
    // COUNTDOWN END ###########################

// Key sequence input controller START ######################
if(Input.GetKeyDown(firstKey)) {
// highlight the button or play a sound
firstDown = true; //1. return true if you push first key
}
                  //2. if the first key is true 

if(firstDown) {
if(Input.GetKeyDown(secondKey)) {
// highlight the button or play a sound
secondDown = true;//3. return true if you push first and second key
}                 
}

if(secondDown) {
if(Input.GetKeyDown(thirdKey)) {
// highlight the button or play a sound
thirdDown = true; //4. return true if you push first and second key and third
}                 
}

if(thirdDown) {
if(Input.GetKeyDown(fourthKey)) {
// highlight the button or play a sound
allDown = true;  //5. return true if you push first and second key and third and fourth
}                 
}

//4. if all sequence is true do someting...
if(allDown) {
Debug.Log ("Sequence OK!"); // Debug Code
//Next Level...
firstDown = false; // reset variables
secondDown = false;
thirdDown = false;
allDown = false;   
}
// Key sequence input controller END ########################
}// KeySequenceControl() END ####################################################################

(Input Manager) Sequence of 4 keys – Basic + CountDown – Arrays


// Key Sequence Input Controller
// Attach this script to a GameObject in the scene
     
    // array START #######################
    var i : int = 0; // array index start value
    var sequenceKey = new Array (); 
    // Right Sequence
    sequenceKey[0] = "up";
    sequenceKey[1] = "right";
    sequenceKey[2] = "down";
    sequenceKey[3] = "left";
    // array END #########################

private var firstDown : boolean = false;  // false at the beginning, I have no typed yet
private var secondDown : boolean = false; // false at the beginning, I have no typed yet
private var thirdDown : boolean = false;  // false at the beginning, I have no typed yet
private var allDown : boolean = false;    // false at the beginning, I have no typed yet

private var endTime : float;

function Start()
{
    endTime = Time.time + 3; // 3 seconds to type the right sequence!
}// End Start()
 
function Update() {
	KeySequenceControl(); // call the function to control the sequence

}// End Update()

// KeySequenceControl() START ##################################################################
function KeySequenceControl(){

    // COUNTDOWN START #########################
    var timeLeft : int = endTime - Time.time; 
    // We do not need negative time
    if (timeLeft < 0){ 
        timeLeft = 0;
    	        firstDown = false;   // reset variables, You Fail!
		secondDown = false;
		thirdDown = false;
		allDown = false;
		// Retry or Abort...
		}
    // COUNTDOWN END ###########################

// Key sequence input controller START ######################
if(Input.GetKeyDown(sequenceKey[0])) {
// highlight the button or play a sound
firstDown = true; //1. return true if you push first key
}
                  //2. if the first key is true 

if(firstDown) {
if(Input.GetKeyDown(sequenceKey[1])) {
// highlight the button or play a sound
secondDown = true;//3. return true if you push first and second key
}                 
}

if(secondDown) {
if(Input.GetKeyDown(sequenceKey[2])) {
// highlight the button or play a sound
thirdDown = true; //4. return true if you push first and second key and third
}                 
}

if(thirdDown) {
if(Input.GetKeyDown(sequenceKey[3])) {
// highlight the button or play a sound
allDown = true;  //5. return true if you push first and second key and third and fourth
}                 
}

//4. if all sequence is true do someting...
if(allDown) {
Debug.Log ("Sequence OK!"); // Debug Code
//Next Level...
firstDown = false; // reset variables
secondDown = false;
thirdDown = false;
allDown = false;   
}
// Key sequence input controller END ########################
}// KeySequenceControl() END ####################################################################

By |Unity3D, Video Games Development|Commenti disabilitati su Unity 3D – Key Sequence Input – Basics – JavaScript