Beispiel #1
0
 private void FixedUpdate()
 {
     if (m_drive == true)
     {
         //pass input to ship
         float h = CrossPlatformInputManager.GetAxis("Horizontal");
         float v = CrossPlatformInputManager.GetAxis("Vertical");
         m_ship.Move(h, v);
         bool s = CrossPlatformInputManager.GetButtonDown("Jump");
         m_ship.PowerUp(s);
     }
     else
     {
         m_ship.m_RB.velocity = new Vector3(0, 0, 0);
     }
 }
Beispiel #2
0
    private void FixedUpdate()
    {
        //updating target
        updateWaypoint();
        m_target = m_waypointList[m_currentPt].transform;

        Debug.DrawLine(transform.position, m_target.position);

        //otherwise drive
        //else
        if (m_drive == true)
        {
            float accel = 0; //amount to accelerate
            float steer = 0; //amount to steer

            //direction to turn
            Vector3 dir       = (m_target.position - transform.position).normalized;
            float   direction = Vector3.Dot(dir, m_ship.transform.right);
            //turn by direction amount
            steer += m_steerSensitivity * direction * 2;

            //accelerate based on how close to racing line
            accel = 1 - Mathf.Abs(direction);

            if (direction > 0.5f || direction < -0.5f)
            {
                accel *= -1;
            }

            Mathf.Clamp(accel, -1.0f, 1.0f);
            Mathf.Clamp(steer, -1.0f, 1.0f);
            Debug.Log("A: " + accel + "   S: " + steer + "     D: " + direction);

            m_ship.Move(steer, accel);


            //USING POWERUPS
            //if rocket
            if (m_ship.m_properties.playerState == PlayerProperties.PlayerState.shipRocket)
            {
                Ray        ray = new Ray(transform.position, transform.forward);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 30f))
                {
                    if (hit.collider.gameObject.tag == "Player" || hit.collider.gameObject.tag == "Enemy")
                    {
                        m_ship.PowerUp(true);//(1);
                    }
                }
            }

            //if trap depending on random value, do 1 of 2 tactics (decided on awake)
            if (m_ship.m_properties.playerState == PlayerProperties.PlayerState.shipTrap)
            {
                //drop on top of pick up
                if (m_rand < 0.5)
                {
                    m_ship.PowerUp(true);//(1);
                }
                //drop if somebody is behind within a certain distance
                if (m_rand >= 0.5)
                {
                    Ray        ray = new Ray(transform.position, -transform.forward);
                    RaycastHit hit;
                    if (Physics.Raycast(ray, out hit, 10f))
                    {
                        if (hit.collider.gameObject.tag == "Player" || hit.collider.gameObject.tag == "Enemy")
                        {
                            m_ship.PowerUp(true);//(1);
                        }
                    }
                }
            }
        }

        //if not set to drive, stay still
        else    // (m_drive == false)// || m_target == null)
        {
            m_ship.Move(0, 0);
            m_RB.velocity = new Vector3(0, 0, 0);
        }
    }