Beispiel #1
0
    // Changed from Update to FixedUpdate because dealing with physics.
    //Update is rendered every frame, want to use to get input events, then "record event with flag", and use
    //FixedUpdate to respond to the input.
    //If have lots of physics may want to leave fixed timestp at 1/50 or less and use interpolation to strain cpu less

    void Update()
    {
        //Getting touchpad input for movement
        if (device.GetTouch(SteamVR_Controller.ButtonMask.Touchpad))
        {
            touchpadInput = device.GetAxis();
        }
        else
        {
            touchpadInput = Vector2.zero;
        }

        //Getting trigger and grip input for gun control
        if (gunAttached)
        {
            if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger))
            {
                ballShooter.ShootBall();
                RumbleController(0.012f, 800f);
                if (mgc.gamePhase == 0)
                {
                    mgc.gamePhase = 1;
                }
            }
            if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger))
            {
                ballShooter.ShootBall();
                RumbleController(0.012f, 800f);
            }
        }
    }
Beispiel #2
0
        private IEnumerator Start()
        {
            m_Reticle.Show();

            m_Radial.Hide();

            // In order, fade in the UI on how to use sliders, wait for the slider to be filled then fade out the UI.
            yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeIn()));

            yield return(StartCoroutine(m_HowToUseSlider.WaitForBarToFill()));

            yield return(StartCoroutine(m_HowToUseFader.InteruptAndFadeOut()));

            yield return(StartCoroutine(m_CameraMovement.GameStart())); //move camera to right position and start shooting the ball

            // In order, fade in the UI on confirming the use of sliders, wait for the slider to be filled, then fade out the UI.
            yield return(StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeIn()));

            while (true)
            {
                yield return(StartCoroutine(m_HowToUseConfirmSlider.WaitForBarToFill()));

                //yield return StartCoroutine(m_HowToUseConfirmFader.InteruptAndFadeOut());

                yield return(StartCoroutine(m_BallShooter.ShootBall()));
            }

            //// Fade in the final UI.
            //yield return StartCoroutine (m_ReturnFader.InteruptAndFadeIn ());
        }
Beispiel #3
0
    IEnumerator ShootAtPlayer(Vector3 directionToShoot)
    {
        coroutineRunning = true;
        if (directionToShoot != transform.forward)
        {
            yield return(new WaitForSeconds(1));

            Vector3 direction = playerHead.transform.position - transform.position;
            Debug.Log("distance is: " + direction.magnitude);
            float travelTime = direction.magnitude / ballShooter.initial_velocity;            //(-1f * 0.003f / 0.5f) * Mathf.Log (1f - (direction.magnitude * 0.5f / (ballShooter.initial_velocity * 0.003f)));
            Debug.Log("traveltime is: " + travelTime);
            float drop = 4.9f * Mathf.Pow(travelTime, 2f);
            Debug.Log("drop is: " + drop);
            Vector3 targetPosition = playerHead.transform.position + Vector3.up * drop;
            transform.forward = (targetPosition - transform.position).normalized;             //aim so that ball arcs properly
        }
        ballShooter.ShootBall();
        yield return(new WaitForSeconds(1f / bps));

        coroutineRunning = false;
    }