Ejemplo n.º 1
0
 /* Spawn Ammo/Weapon for Player*/
 public void Shoot()
 {
     foreach (Transform T in transform)
     {
         AmmoManager.SpawnAmmo(T.position, T.rotation, this);
     }
 }
Ejemplo n.º 2
0
    void FixedUpdate()
    {
        float horizontal = Input.GetAxis(horizontalAxis);
        float vertical   = Input.GetAxis(verticalAxis);

        Vector3 direction = new Vector3(horizontal, 0, vertical);

        theBody.AddForce(direction.normalized * maxSpeed);

        theBody.velocity = new Vector3(
            Mathf.Clamp(theBody.velocity.x, -maxSpeed, maxSpeed),
            Mathf.Clamp(theBody.velocity.y, -maxSpeed, maxSpeed),
            Mathf.Clamp(theBody.velocity.z, -maxSpeed, maxSpeed));

        if (mouseLook)
        {
            Vector3 mousePositionInScreen = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
            Vector3 mousePositionInWorld  = Camera.main.ScreenToWorldPoint(mousePositionInScreen);
            mousePositionInWorld = new Vector3(mousePositionInWorld.x, 0.0f, mousePositionInWorld.z);
            Vector3 positionToLook = mousePositionInWorld - theTransform.position;

            theTransform.localRotation = Quaternion.LookRotation(positionToLook.normalized, Vector3.up);
        }

        if (Input.GetButtonDown(fireAxis) && canFire)
        {
            foreach (Transform transform in weaponTransforms)
            {
                AmmoManager.SpawnAmmo(transform.position, transform.rotation);
            }
            canFire = false;
            Invoke("EnableFire", reloadDelay);
        }
    }
Ejemplo n.º 3
0
 // Update is called once per frame
 void Update()
 {
     //firing turret
     if (Input.GetButtonDown(FireAxis) && CanFire)
     {
         AmmoManager.SpawnAmmo(transform.position, transform.rotation);
     }
 }
Ejemplo n.º 4
0
    //public GameObject ammoPrefab = null;

    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("Fire1"))
        {
            AmmoManager.SpawnAmmo(transform.position, transform.rotation);
            //Instantiate(ammoPrefab, transform.position, transform.rotation);
        }
    }
Ejemplo n.º 5
0
 private void Shooting()
 {
     currentDeltaTime += Time.deltaTime;
     if (AmmoManager.instance.magazine > 0 && currentDeltaTime >= timeDelay && Input.GetMouseButtonDown(0))
     {
         AmmoManager.SpawnAmmo(transform.position, transform.rotation);
         currentDeltaTime = 0f;
     }
 }
Ejemplo n.º 6
0
 /// <summary>
 /// Function that instanciate the amunition prefab whenever the player press fire1
 /// </summary>
 private void SpawnAmmo()
 {
     if (Input.GetButtonDown("Fire1"))
     {
         //Instantiate(ammunition, transform.position,transform.rotation);
         //we now go through the ammomanager instead of instanciating ammunition into the scene via this function.
         AmmoManager.SpawnAmmo(transform.position, transform.rotation);
     }
 }
Ejemplo n.º 7
0
 void FixedUpdate()
 {
     if (Input.GetKey(KeyCode.Space) && canFire)
     {
         AudioSource.PlayClipAtPoint(laserAudio, transform.position);
         AmmoManager.SpawnAmmo(transform.position, transform.rotation);
         canFire = false;
         Invoke("EnableFire", reloadDelay);
     }
 }
Ejemplo n.º 8
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (Input.GetButtonDown(fireAxis) && canFire)
        {
            foreach (Transform t in turretTransforms)
            {
                AmmoManager.SpawnAmmo(t.position, t.rotation);
            }

            canFire = false;
            Invoke("EnableFire", reloadDelay);
        }
    }
Ejemplo n.º 9
0
    // Update is called once per frame
    void Update()
    {
        //Check fire control
        if (Input.GetButtonDown("Fire1") && CanFire)
        {
            foreach (Transform T in TurretTransforms)
            {
                AmmoManager.SpawnAmmo(T.position, T.rotation);
            }

            CanFire = false;
            Invoke("EnableFire", ReloadDelay);
        }
    }
Ejemplo n.º 10
0
    //------------------------------
    // Update is called once per frame
    void Update()
    {
        //Update movement
        float   Horz          = Input.GetAxis(HorzAxis);
        float   Vert          = Input.GetAxis(VertAxis);
        Vector3 MoveDirection = new Vector3(Horz, 0.0f, Vert);

        ThisBody.AddForce(MoveDirection.normalized * MaxSpeed);

        //Clamp speed
        ThisBody.velocity = new Vector3(Mathf.Clamp(ThisBody.velocity.x, -MaxSpeed, MaxSpeed),
                                        Mathf.Clamp(ThisBody.velocity.y, -MaxSpeed, MaxSpeed),
                                        Mathf.Clamp(ThisBody.velocity.z, -MaxSpeed, MaxSpeed));

        //Should look with mouse?
        if (MouseLook)
        {
            //Update rotation - turn to face mouse pointer
            Vector3 MousePosWorld = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f));
            MousePosWorld = new Vector3(MousePosWorld.x, 0.0f, MousePosWorld.z);

            //Get direction to cursor
            Vector3 LookDirection = MousePosWorld - ThisTransform.position;

            //FixedUpdate rotation
            ThisTransform.localRotation = Quaternion.LookRotation(LookDirection.normalized, Vector3.up);
        }

        if (Input.GetButtonDown(FireAxis) && CanFire)
        {
            foreach (Transform T in TurretTransforms)
            {
                AmmoManager.SpawnAmmo(T.position, T.rotation);
                Debug.Log("Ammo fired");
            }
            CanFire = false;
            Invoke("EnableFire", ReloadDelay);
        }
        if (Input.GetButtonDown(ModeAxis))
        {
            ChangeModes();
        }
    }
Ejemplo n.º 11
0
    void FixedUpdate()
    {
        //Actualizar el movimiento
        float horizontal = Input.GetAxis(horizontalAxis);         //valor entre -1 y 1
        float vertical   = Input.GetAxis(verticalAxis);

        Vector3 direction = new Vector3(horizontal, 0, vertical);

        theBody.AddForce(direction.normalized * maxSpeed);

        //Actualizar la velocidad
        theBody.velocity = new Vector3(
            Mathf.Clamp(theBody.velocity.x, -maxSpeed, maxSpeed),
            Mathf.Clamp(theBody.velocity.y, -maxSpeed, maxSpeed),
            Mathf.Clamp(theBody.velocity.z, -maxSpeed, maxSpeed)
            );


        //Rotación de la nave con ratón
        if (mouseLook)
        {
            Vector3 mousePositionInScreen = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
            Vector3 mousePositionInWorld  = Camera.main.ScreenToWorldPoint(mousePositionInScreen);
            mousePositionInWorld = new Vector3(mousePositionInWorld.x, 0.0f, mousePositionInWorld.z);

            Vector3 positionToLook = mousePositionInWorld - theTransform.position;

            theTransform.localRotation = Quaternion.LookRotation(positionToLook.normalized, Vector3.up);
        }

        //Chequear el disparo de la nave
        if (Input.GetButtonDown(fireAxis) && canFire)
        {
            foreach (Transform t in weaponTransforms)
            {
                AmmoManager.SpawnAmmo(t.position, t.rotation);
            }

            canFire = false;
            Invoke("EnableFire", reloadDelay);
        }
    }
Ejemplo n.º 12
0
    //[PunRPC] void ShootBullet(Vector3 Pos, Quaternion quaat){
    //    GameObject GO = Instantiate(Bullet, Pos, quaat) as GameObject;
    //    GO.GetComponent<Rigidbody>().velocity = transform.TransformDirection(Vector3.forward * force);
    //}

    [PunRPC] void ShootBullet()
    {
        //Instantiate(AmmoPrefab, transform.position, transform.rotation);
        AmmoManager.SpawnAmmo(transform.position, transform.rotation);
    }
Ejemplo n.º 13
0
    //-------------------------------------
    void FixedUpdate()
    {
        //Update movement
        //Mobile Code

        /*float Horz = CrossPlatformInputManager.GetAxis("Horizontal");
         * float Vert = CrossPlatformInputManager.GetAxis("Vertical");*/
        //keyboard controlls
        float   Horz          = Input.GetAxis(HorzAxis);
        float   Vert          = Input.GetAxis(VertAxis);
        Vector3 MoveDirection = new Vector3(Horz, 0f, Vert);

        ThisBody.AddForce(MoveDirection.normalized * MaxSpeed);

        //Clamp speed
        ThisBody.velocity = new Vector3
                                (Mathf.Clamp(ThisBody.velocity.x, -MaxSpeed, MaxSpeed),
                                Mathf.Clamp(ThisBody.velocity.y, -MaxSpeed, MaxSpeed),
                                Mathf.Clamp(ThisBody.velocity.z, -MaxSpeed, MaxSpeed));

        //should look with mouse
        if (MouseLook)
        {
            //Update rotation - turn to face mouse pointer
            //Keyboard controlls
            Vector3 MousePosWorld = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,
                                                                               Input.mousePosition.y, 0.0f));
            MousePosWorld = new Vector3(MousePosWorld.x, 0.0f, MousePosWorld.z);

            //Get direction to cursor
            Vector3 LookDirection = MousePosWorld - ThisTransform.position;

            //FixedUpdate rotation
            ThisTransform.localRotation = Quaternion.LookRotation(LookDirection.normalized, Vector3.up);
            //Mobile Code

            //ThisTransform.localRotation = Quaternion.LookRotation(MoveDirection.normalized, Vector3.up);

            bool fireButton = CrossPlatformInputManager.GetButton("Fire");
        }

        //Check fire control

        /*Spacebar is used for mobile controls to shoot
         * if(Input.GetKeyDown(KeyCode.Space)&&CanFire)
         * {
         *  foreach (Transform T in TurretTransforms)
         *      AmmoManager.SpawnAmmo(T.position, T.rotation);
         *
         *  CanFire = false;
         *  Invoke("EnableFire", ReloadDelay);
         * }
         */
        if (Input.GetButtonDown(FireAxis) && CanFire)
        {
            foreach (Transform T in TurretTransforms)
            {
                AmmoManager.SpawnAmmo(T.position, T.rotation);
            }

            CanFire = false;
            Invoke("EnableFire", ReloadDelay);
        }
    }