Beispiel #1
0
 // Update is called once per frame
 private void AddGun()
 {
     if (ScoreManager.storageA >= grenadeprice && GrenadeCounter.gCount < GrenadeCounter.maxgrenades)
     {
         ScoreManager.AddScore(-grenadeprice);
         GrenadeCounter.AddGrenade(1);
     }
 }
Beispiel #2
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (Input.GetAxis(_fireAxis) > 0.9 && Time.fixedTime > nextFire)
        {
            nextFire = Time.time + fireRate;
            Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
        }

        if (Input.GetAxis(_nudeAxis) > 0.9 && Time.fixedTime > nextFire && GrenadeCounter.gCount > 0)
        {
            nextFire = Time.time + fireRate;
            Instantiate(grenade, shotSpawn.position, shotSpawn.rotation);
            GrenadeCounter.AddGrenade(-1);
        }


        if (Input.GetButtonDown(_trapAxis) && canSetTrap && TrapCounter.trapCount > 0)
        {
            Vector2 butt = new Vector2(0, 0);
            Instantiate(sectortrap, butt, Quaternion.identity);
            //StartCoroutine(ActivateTrap());
            TrapCounter.AddTrap(-1);
            canSetTrap = false;
        }

        float   horizontal = Input.GetAxis(inputName);       //"Horizontal");
        Vector2 movement   = new Vector2(horizontal, 0.0f);
        var     angle      = ((horizontal * speed / (2 * radius * Mathf.PI))) * 2 * Mathf.PI;
        var     toDegree   = 360f / (2 * Mathf.PI);
        var     prevAngle  = tiltAngle;

        tiltAngle += angle;
        if (tiltAngle > maxAngle || tiltAngle < -maxAngle)
        {
            tiltAngle = prevAngle;
        }
        else
        {
            var xPos = Mathf.Sin(tiltAngle) * radius;
            var yPos = -11f + Mathf.Cos(tiltAngle) * radius;

            transform.position = new Vector3(xPos, yPos, 0f);
            transform.Rotate(-Vector3.forward * angle * toDegree);
        }



        if (inputName == "FlippedHorizontal")
        {
            StartCoroutine(NormalInput());
        }

        if (speed < initialSpeed)
        {
            StartCoroutine(NormalSpeed());
        }
    }
    // Update is called once per frame
    void FixedUpdate()
    {
        if (Input.GetAxis(_fireAxis) > 0.9 && Time.fixedTime > nextFire)
        {
            nextFire = Time.time + fireRate;
            Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
        }

        if (Input.GetAxis(_nudeAxis) > 0.9 && Time.fixedTime > nextFire && GrenadeCounter.gCount > 0)
        {
            nextFire = Time.time + fireRate;
            Instantiate(grenade, shotSpawn.position, shotSpawn.rotation);
            GrenadeCounter.AddGrenade(-1);
        }

        if (Input.GetButtonDown(_trapAxis) && canSetTrap && TrapCounter.trapCount > 0)
        {
            Vector2 butt = new Vector2(0, 0);
            Instantiate(trap, butt, Quaternion.identity);
            //StartCoroutine(ActivateTrap());
            TrapCounter.AddTrap(-1);
            canSetTrap = false;
        }


        /*if (Input.GetButtonDown("CreateTrap"))
         * {
         *      if (trapclick % 2 != 0 && canSetTrap && TrapCounter.trapCount > 0)
         *      {
         *              Vector2 bt = new Vector2(0, 0);
         *              Instantiate(trap, bt, Quaternion.identity);
         *              canSetTrap = false;
         *              TrapCounter.AddTrap(-1);
         *              trapclick++;
         *
         *      }
         *      else trapclick++;
         */



        float   horizontal = Input.GetAxis(inputName);       //"Horizontal");
        Vector2 movement   = new Vector2(horizontal, 0.0f);

        rb.velocity = movement * speed;

        if (inputName == "FlippedHorizontal")
        {
            StartCoroutine(NormalInput());
        }

        if (speed < initialSpeed)
        {
            StartCoroutine(NormalSpeed());
        }

        var pos = rb.position;

        //rb.position = new Vector2(Mathf.Clamp(rb.position.x, minBound, maxBound), rb.position.y);

        /*if (Input.GetKey(KeyCode.RightArrow))
         * {
         *      rb.AddForce(new Vector2(5,0));
         * }
         *
         * else if (Input.GetKey(KeyCode.LeftArrow))
         * {
         *      rb.AddForce(new Vector2(-5,0));
         * }
         *
         */
        if (pos.x < minBound + 1)         //looping behavior, +-1 added to accomodate width of player object
        {
            pos.x = maxBound - 1;
        }
        if (pos.x > maxBound - 1)
        {
            pos.x = minBound + 1;
        }

        rb.position = pos;

        //float h = Input.GetAxis("Horizontal"); //uses the A&D key
        //player.position += Vector3.right * h * speed;
    }