Beispiel #1
0
 void Update()
 {
     if (animator && Camera.main)
     {
         JoystickToEvents.Do(transform, Camera.main.transform, ref speed, ref direction);
         locomotion.Do(speed * 6, direction * 180);
     }
 }
Beispiel #2
0
    void Update()
    {
        if (animator && Camera.main)
        {
            if (transform.tag == "Player")
            {
                JoystickToEvents.Do(transform, Camera.main.transform, ref speed, ref direction);
                locomotion.Do(speed * 6, direction * 180);

                if (Input.GetButtonDown("Fire1"))
                {
                    movement.canMove = false;
                    aimShadow.SetActive(true);
                }
                if (Input.GetButtonUp("Fire1") && canCastAbility1)
                {
                    canShoot = false;
                    locomotion.Attack(1);

                    StartCoroutine(WaitToUseAbility(ability1WaitTime, ability1));
                    StartCoroutine(CancelAnim(1, cancelAnimAt1));
                    //  StartCoroutine(ShootArrow());
                    StartCoroutine(AbilityCooldown(ability1Cooldown, 1));
                }

                if (Input.GetButtonDown("Fire2") && canCastAbility3)
                {
                    locomotion.Attack(3);

                    if (ability3 != null)
                    {
                        StartCoroutine(WaitToUseAbility(ability3WaitTime, ability3));
                        movement.canMove = false;
                        StartCoroutine(AbilityLifeTime(abilityLifetime3, ability3));
                        StartCoroutine(AbilityCooldown(ability1Cooldown, 3));
                    }

                    StartCoroutine(CancelAnim(3, cancelAnimAt3));
                }

                if (Input.GetButtonDown("Fire3"))
                {
                    movement.canMove = false;
                    aimShadow.SetActive(true);
                }
                if (Input.GetButtonUp("Fire3") && canCastAbility2)
                {
                    canShoot = false;
                    locomotion.Attack(1);

                    StartCoroutine(WaitToUseAbility(ability2WaitTime, ability2));
                    StartCoroutine(CancelAnim(1, cancelAnimAt1));
                    //StartCoroutine(ShootArrow());
                    StartCoroutine(AbilityCooldown(ability1Cooldown, 2));
                }
            }
        }
    }
Beispiel #3
0
    private void Update()
    {
        if (mAnimator && Camera.main)
        {
            JoystickToEvents.Do(transform, Camera.main.transform, out mSpeed, out mDirection);
//            mLocomotion.Do(mSpeed * 6, mDirection * 180);
            mLocomotion.Do(mSpeed * 6, mDirection);
        }
    }
    void Update()
    {
        if (animator && Camera.main)
        {
            JoystickToEvents.Do(transform, Camera.main.transform, ref speed, ref direction);
            locomotion.Do(this.gameObject, speed * 10, direction * 180);
        }

        {
#if !MOBILE_INPUT
            // Create a ray from the mouse cursor on screen in the direction of the camera.0
            Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);

            // Create a RaycastHit variable to store information about what was hit by the ray.
            RaycastHit floorHit;

            // Perform the raycast and if it hits something on the floor layer...
            if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
            {
                // Create a vector from the player to the point on the floor the raycast from the mouse hit.
                Vector3 playerToMouse = floorHit.point - transform.position;
                // Ensure the vector is entirely along the floor plane.
                playerToMouse.y = 0f;

                // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
                Quaternion newRotatation = Quaternion.LookRotation(playerToMouse);

                // Set the player's rotation to this new rotation.
                this.transform.rotation = newRotatation;
                //playerRigidbody.MoveRotation(newRotatation);
            }
#else
            Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X"), 0f, CrossPlatformInputManager.GetAxisRaw("Mouse Y"));

            if (turnDir != Vector3.zero)
            {
                // Create a vector from the player to the point on the floor the raycast from the mouse hit.
                Vector3 playerToMouse = (transform.position + turnDir) - transform.position;

                // Ensure the vector is entirely along the floor plane.
                playerToMouse.y = 0f;

                // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
                Quaternion newRotatation = Quaternion.LookRotation(playerToMouse);

                // Set the player's rotation to this new rotation.
                this.transform.rotation = newRotatation;
            }
#endif
        }
    }
Beispiel #5
0
 void Update()
 {
     if (animator && Camera.main)
     {
         if (transform.tag == "Player1")
         {
             player_num = 1;
         }
         else if (transform.tag == "Player2")
         {
             player_num = 2;
         }
         JoystickToEvents.Do(transform, Camera.main.transform, ref speed, ref direction, player_num);
         locomotion.Do(speed * 6, direction * 180);
     }
 }
Beispiel #6
0
    void Update()
    {
        if (animator && Camera.main)
        {
            JoystickToEvents.Do(transform, Camera.main.transform, ref speed, ref direction);
            //locomotion.Do(speed * 6, direction * 180);
            locomotion.Do(speed * speed_val, direction * 180);
            animator.speed = speed_val2; //(xx f = 10.0f ���j

            // ���٣�
            AnimatorStateInfo state = animator.GetCurrentAnimatorStateInfo(0);
            bool inWalkRun          = state.IsName("Locomotion.WalkRun");
            if (inWalkRun)
            {
                transform.position += transform.TransformDirection(Vector3.forward * speed / 10);
            }
        }
    }