private void SetAAGunDisplay(EAlts alt) { if (alt == EAlts.Low) { foreach (GameObject bullet in bulletSprites) { bullet.GetComponent <BlackWhiteTween>().TweenColor(WHITE, time); } } else if (alt == EAlts.Mid) { for (int i = 0; i < bulletSprites.Length; i++) { if (i < 1) { bulletSprites[i].GetComponent <BlackWhiteTween>().TweenColor(WHITE, time); } else { bulletSprites[i].GetComponent <BlackWhiteTween>().TweenColor(!WHITE, time); } } } else { foreach (GameObject bullet in bulletSprites) { bullet.GetComponent <BlackWhiteTween>().TweenColor(!WHITE, time); } } }
// Start is called before the first frame update void Start() { playerFlyingComponent = this.GetComponent <Flying>(); playerFlightControls = this.GetComponentInChildren <PlayerFlightControls>(); altSlider.maxValue = playerFlightControls.presetAlts[playerFlightControls.presetAlts.Length - 1]; altSlider.minValue = playerFlightControls.presetAlts[0]; //altText.text = Mathf.RoundToInt(playerFlyingComponent.currentAltitude) + "m"; sliderPresets = new Vector3[playerFlightControls.presetAlts.Length]; // spawn the altitude labels for (int i = 0; i < playerFlightControls.presetAlts.Length; i++) { GameObject altitudeObject = Instantiate(altitudeTextPrefab, altSlider.transform); altitudeObject.GetComponent <TextMeshProUGUI>().text = ((EAlts)i).ToString(); altitudeObject.name = ((EAlts)i).ToString() + " Altitude Text"; float heightPercent = playerFlightControls.presetAlts[i] / (altSlider.maxValue - altSlider.minValue); float yPos = altSlider.GetComponent <RectTransform>().rect.height *heightPercent; Vector3 textAlt = new Vector3(70, yPos - 315, 0); altitudeObject.transform.localPosition = textAlt; //Debug.Log($"height%: {heightPercent}, yPos: {yPos}, altitudeObject: {altitudeObject.transform.position}"); altitudeObject.SetActive(true); textAlt.x -= 95; sliderPresets[i] = textAlt; } prevAltitude = playerFlightControls.currentAltSetting; altitudeArrow.transform.localPosition = sliderPresets[(int)playerFlightControls.currentAltSetting]; altSlider.value = playerFlightControls.GetDynamicAlt(); }
// Start is called before the first frame update void Start() { player = this.transform.parent; // set first density UpdateDensity(densities[(int)player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting]); prevAlt = player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting; // set first speed UpdateSpeed(speeds[(int)player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting]); prevSpeed = player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting; }
// Update is called once per frame void Update() { // only change arrow when altitude first changes if (prevAltitude != playerFlightControls.currentAltSetting) { SetBulb(playerFlightControls.currentAltSetting); prevAltitude = playerFlightControls.currentAltSetting; } // the altitude fluctuates too much, check within a range if (playerFlyingComponent.desireAltitude - 2 > playerFlightControls.GetDynamicAlt() || playerFlightControls.GetDynamicAlt() > playerFlyingComponent.desireAltitude + 2) { SetAltitudeLiquid(); } }
// Update is called once per frame void Update() { // the altitude fluctuates too much, check within a range if (playerFlyingComponent.desireAltitude - 2 > playerFlyingComponent.currentAltitude || playerFlyingComponent.currentAltitude > playerFlyingComponent.desireAltitude + 2) { altSlider.value = playerFlightControls.GetDynamicAlt(); //altText.text = Mathf.RoundToInt(playerFlyingComponent.currentAltitude) + " m"; } // only change arrow when altitude first changes if (prevAltitude != playerFlightControls.currentAltSetting) { altitudeArrow.transform.localPosition = sliderPresets[(int)playerFlightControls.currentAltSetting]; prevAltitude = playerFlightControls.currentAltSetting; } }
public void CheckForAltChange() { if (Input.GetMouseButtonDown(0)) { if ((int)currentAltSetting < (int)EAlts.High) { currentAltSetting += 1; } } else if (Input.GetMouseButtonDown(1)) { if ((int)currentAltSetting > (int)EAlts.Low) { currentAltSetting -= 1; } } autoPilot.desiredAlt = (presetAlts[(int)currentAltSetting]); }
// Update is called once per frame void Update() { if (intialSet) { SetAAGunDisplay(prevAlt); intialSet = false; } if (prevAlt != playerControlls.currentAltSetting) { SetAAGunDisplay(playerControlls.currentAltSetting); prevAlt = playerControlls.currentAltSetting; } if (prevGunStatus != AAgunWithinRange()) { //Debug.Log("AA guns"); dangerSign.GetComponent <SignBlink>().Blink(AAgunWithinRange()); prevGunStatus = AAgunWithinRange(); } }
// Start is called before the first frame update void Start() { playerFlyingComponent = this.GetComponent <Flying>(); playerFlightControls = this.GetComponentInChildren <PlayerFlightControls>(); // set max for alt meter // set min for alt meter //altSlider.maxValue = playerFlightControls.presetAlts[playerFlightControls.presetAlts.Length - 1]; //altSlider.minValue = playerFlightControls.presetAlts[0]; prevAltitude = playerFlightControls.currentAltSetting; prevAlt = normalizingNum; // set current alt on meter SetBulb(prevAltitude); // altSlider.value = playerFlightControls.GetDynamicAlt(); maxAlt = playerFlightControls.presetAlts[playerFlightControls.presetAlts.Length - 1]; minAlt = playerFlightControls.presetAlts[0]; heightDifference = Mathf.Abs(Mathf.Abs(maxAlt) - Mathf.Abs(minAlt)); }
// Update is called once per frame void FixedUpdate() { // change in alt if (player.GetChild(0).gameObject.active) { if (player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting != prevAlt) { UpdateCloudBoxDensity((int)player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting); prevAlt = player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting; } // change in speed if (player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting != prevSpeed) { // figure out how to smooth this! UpdateCloudBoxSpeed((int)player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting); //UpdateSpeed(speeds[(int)player.GetComponentInChildren<PlayerFlightControls>().currentSpeedSetting]); prevSpeed = player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting; } } }
private void SetBulb(EAlts index) { altitudeBulbs[(int)prevAltitude].GetComponent <MeshRenderer>().material = bulbColors[0]; // lerp, do a little flicker altitudeBulbs[(int)index].GetComponent <MeshRenderer>().material = bulbColors[1]; }
// Start is called before the first frame update void Start() { prevAlt = playerControlls.currentAltSetting; //SetAAGunDisplay(prevAlt); }