: ++ #
#
using Unigine;
namespace UnigineApp
{
class AppWorldLogic : WorldLogic
{
public override bool Update()
{
Controls controls = Game.Player.Controls;
if (controls.ClearState(Controls.STATE_FORWARD) != 0 || controls.ClearState(Controls.STATE_TURN_UP) != 0)
{
Log.Message("FORWARD or UP key pressed\n");
}
else if (controls.ClearState(Controls.STATE_BACKWARD) != 0 || controls.ClearState(Controls.STATE_TURN_DOWN) != 0 )
{
Log.Message("BACKWARD or DOWN key pressed\n");
}
else if (controls.ClearState(Controls.STATE_MOVE_LEFT) != 0 || controls.ClearState(Controls.STATE_TURN_LEFT) != 0 )
{
Log.Message("MOVE_LEFT or TURN_LEFT key pressed\n");
}
else if (controls.ClearState(Controls.STATE_MOVE_RIGHT) != 0 || controls.ClearState(Controls.STATE_TURN_RIGHT) != 0 )
{
Log.Message("MOVE_RIGHT or TURN_RIGHT key pressed\n");
}
return true;
}
}
}
++
#include <UnigineGame.h>
int AppWorldLogic::update()
{
ControlsPtr controls = Game::getPlayer()->getControls();
if (controls->clearState(Controls::STATE_FORWARD) || controls->clearState(Controls::STATE_TURN_UP))
{
Log::message("FORWARD or UP key pressed\n");
}
else if (controls->clearState(Controls::STATE_BACKWARD) || controls->clearState(Controls::STATE_TURN_DOWN))
{
Log::message("BACKWARD or DOWN key pressed\n");
}
else if (controls->clearState(Controls::STATE_MOVE_LEFT) || controls->clearState(Controls::STATE_TURN_LEFT))
{
Log::message("MOVE_LEFT or TURN_LEFT key pressed\n");
}
else if (controls->clearState(Controls::STATE_MOVE_RIGHT) || controls->clearState(Controls::STATE_TURN_RIGHT))
{
Log::message("MOVE_RIGHT or TURN_RIGHT key pressed\n");
}
return 1;
}
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