Beispiel #1
0
        private void SpawnArrows(UpdateState gameState)
        {
            float time = gameState.Time;
            if (time - _arrowSpawnTimer < ArrowSpawnInterval) return;

            TrackRunner trackRunner = new TrackRunner(_connectionResolver, _junction.NextBranch, false);
            _arrows.Enqueue(new ArrowController(time, _arrowPrefab, trackRunner));
            _arrowSpawnTimer += ArrowSpawnInterval;
        }
Beispiel #2
0
        public void Update(MonoBehaviour mono, UpdateState gameState)
        {
            if (Input.GetKeyUp(KeyCode.Z))
            {
                _junction.SwitchDirection();
            }

            SpawnArrows(gameState);
            UpdateArrows(gameState);
            UpdatePointerDirection();
        }
Beispiel #3
0
        public void Update(MonoBehaviour mono, UpdateState gameState)
        {
            if (Input.GetKeyUp(KeyCode.Space))
            {
                _started = true;
            }

            if (_started)
            {
                _trackFollowingGO.MoveUpdate(1.5f * Time.deltaTime);
            }
        }
        public void Update(MonoBehaviour mono, UpdateState gameState)
        {
            int rotX = 0;
            int rotY = 0;
            int rotZ = 0;
            if (_readyToRot)
            {
                rotX = Input.GetKey(KeyCode.S) ? -1 : rotX;
                rotX = Input.GetKey(KeyCode.W) ? 1 : rotX;
                rotY = Input.GetKey(KeyCode.A) ? 1 : rotY;
                rotY = Input.GetKey(KeyCode.D) ? -1 : rotY;
                rotZ = Input.GetKey(KeyCode.E) ? -1 : rotZ;
                rotZ = Input.GetKey(KeyCode.Q) ? 1 : rotZ;
                bool alternate = Input.GetKey(KeyCode.LeftShift);

                if ((rotX != 0) || (rotY != 0) || (rotZ != 0))
                {
                    foreach (SplitSide splitRotation in _splitSides)
                    {
                        int w =
                            rotX != 0 && splitRotation.Axis.Equals(Vector3.right) ? rotX :
                            rotY != 0 && splitRotation.Axis.Equals(Vector3.up) ? rotY :
                            rotZ != 0 && splitRotation.Axis.Equals(Vector3.forward) ? rotZ : 0;

                        if ((w != 0) && (splitRotation.Lhs != alternate))
                        {
                            TreeRotater.Direction direction = TreeRotater.DirectionFromInt(w);
                            IList<RotationAnimator> animators = _treeRotater.Rotate(splitRotation, direction);

                            _readyToRot = false;
                            _eventRegistry.Notify(new GameEvent(GameEvent.Type.PAUSED));
                            mono.StartCoroutine(Rotate90Degrees(splitRotation, animators));
                            //break;
                        }
                    }
                }
            }
        }
Beispiel #5
0
        private void UpdateArrows(UpdateState gameState)
        {
            float time = gameState.Time;
            bool pop = _arrows.Aggregate(false, (current, arrow) => !arrow.Update(time) || current);

            if (pop)
            {
                _arrows.Peek().Destroy();
                _arrows.Dequeue();
            }
        }