Beispiel #1
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKey("left shift"))
     {
         currentSpeed = runningSpeed;
     }
     if (Input.GetKeyUp("left shift"))
     {
         currentSpeed = movingSpeed;
     }
     if (Input.GetKey("a") && world.getClosestTileToDirection(transform.position, "west") != null)
     {
         gameObject.transform.Translate(new Vector2(-1, 0) * Time.deltaTime * currentSpeed);
         lastDirection = "west";
         t             = world.getClosestTile(gameObject).tag.ToString();
     }
     if (Input.GetKey("d") && world.getClosestTileToDirection(transform.position, "east") != null)
     {
         gameObject.transform.Translate(new Vector2(1, 0) * Time.deltaTime * currentSpeed);
         lastDirection = "east";
     }
     if (Input.GetKey("w") && world.getClosestTileToDirection(transform.position, "north") != null)
     {
         gameObject.transform.Translate(new Vector2(0, 1) * Time.deltaTime * currentSpeed);
         lastDirection = "north";
     }
     if (Input.GetKey("s") && world.getClosestTileToDirection(transform.position, "south") != null)
     {
         gameObject.transform.Translate(new Vector2(0, -1) * Time.deltaTime * currentSpeed);
         lastDirection = "south";
     }
 }
Beispiel #2
0
 void plow()
 {
     curTool = bag.getSelectedTool();
     if (curTool != null)
     {
         GameObject     tile = world.getClosestTile(gameObject);
         tileproperties prop = tile.GetComponent <tileproperties>();
         overlay.info = curTool.getPlowBonus().ToString();
         if (curTool.getPlowBonus() > 0 && !prop.getPlowed() && prop.getPlowable())
         {
             progress = true;
             overlay.castbar(workTime(bag.getSelectedTool().getPlowBonus()));
             prop.setPlowed(tile);
             progress = false;
         }
     }
 }