Ejemplo n.º 1
0
    private IEnumerator BurstFire()
    {
        float shortBurstDelay = 0f;

        if (notUsable == false)
        {
            shortBurstDelay = 0.5f;
            notUsable       = true;
        }

        if (notUsable == true)
        {
            while (shortBurstDelay > 0f)
            {
                shortBurstDelay -= Time.deltaTime;
                yield return(null);
            }
            for (int i = 0; i < fireRate; i++)
            {
                //so i want the object to spawn infront of ship and move in the direction of the retical
                GameObject      instance = Instantiate(missle, new Vector3(parentOfRetical.position.x, parentOfRetical.position.y - 5f, parentOfRetical.position.z + 10f), Quaternion.identity);
                MoveInDirection prop     = instance.AddComponent <MoveInDirection>();
                instance = null;
                prop.reticalInformation = parentObject.transform;
                prop.speed = 10f;
                prop       = null;
            }
        }
        StopAllCoroutines();
    }
Ejemplo n.º 2
0
    private void move(MoveInDirection moveInDirection)
    {
        Vector3 currentPosition = transform.position;
        Vector3 latestPosition  = new Vector3();

        switch (moveInDirection)
        {
        case MoveInDirection.UP:
            currentPosition.y = currentPosition.y + .1f;
            break;

        case MoveInDirection.RIGHT:
            currentPosition.x = currentPosition.x + .1f;
            break;

        case MoveInDirection.DOWN:
            currentPosition.y = currentPosition.y - .1f;
            break;

        case MoveInDirection.LEFT:
            currentPosition.x = currentPosition.x - .1f;
            break;
        }

        transform.position = currentPosition;
    }
Ejemplo n.º 3
0
    public void stopRotate90Animation()
    {
        isRotating = false;
        GetComponent <Animator> ().SetBool("Rotate90", false);


        switch (moveInDirection)
        {
        case MoveInDirection.UP:
            moveInDirection = MoveInDirection.RIGHT;
            break;

        case MoveInDirection.RIGHT:
            moveInDirection = MoveInDirection.DOWN;
            break;

        case MoveInDirection.DOWN:
            moveInDirection = MoveInDirection.LEFT;
            break;

        case MoveInDirection.LEFT:
            moveInDirection = MoveInDirection.UP;
            break;
        }
    }
    private IEnumerator BurstFire()
    {
        float shortBurstDelay = 0f;

        if (notUsable == false)
        {
            shortBurstDelay = 0.5f;
            notUsable       = true;
        }

        if (notUsable == true)
        {
            while (shortBurstDelay > 0f)
            {
                shortBurstDelay -= Time.deltaTime;
                yield return(null);
            }
            for (int i = 0; i < fireRate; i++)
            {
                GameObject      instance = Instantiate(missle, new Vector3(transform.position.x, transform.position.y + 5f, transform.position.z), Quaternion.identity);
                MoveInDirection prop     = instance.AddComponent <MoveInDirection>();
                instance = null;
                prop.reticalInformation = ReticalPosition;
                prop.speed = 10f;
                prop       = null;
            }
        }
        StopAllCoroutines();
    }
Ejemplo n.º 5
0
    public void move(int direction)
    {
        if (direction == 1)
        {
            moveInDirection = MoveInDirection.RIGHT;
        }

        else if (direction == 2)
        {
            moveInDirection = MoveInDirection.DOWN;
        }
        else if (direction == 3)
        {
            moveInDirection = MoveInDirection.UP;
        }
        else
        {
            moveInDirection = MoveInDirection.LEFT;
        }
        if (isRotating == false)
        {
            Vector3 currentPosition = transform.position;
            Vector3 latestPosition  = new Vector3();

            switch (moveInDirection)
            {
            case MoveInDirection.UP:
                currentPosition.y = currentPosition.y + .1f;
                break;

            case MoveInDirection.RIGHT:
                currentPosition.x = currentPosition.x + .1f;
                break;

            case MoveInDirection.DOWN:
                currentPosition.y = currentPosition.y - .1f;
                break;

            case MoveInDirection.LEFT:
                currentPosition.x = currentPosition.x - .1f;
                break;
            }

            transform.position = currentPosition;
        }
    }
Ejemplo n.º 6
0
    public void stopRotate90Animation()
    {
        isRotating = false;
        GetComponent<Animator> ().SetBool("Rotate90",false);

        switch (moveInDirection) {
        case MoveInDirection.UP:
            moveInDirection = MoveInDirection.RIGHT;
            break;
        case MoveInDirection.RIGHT:
            moveInDirection = MoveInDirection.DOWN;
            break;
        case MoveInDirection.DOWN:
            moveInDirection = MoveInDirection.LEFT;
            break;
        case MoveInDirection.LEFT:
            moveInDirection = MoveInDirection.UP;
            break;

        }
    }
Ejemplo n.º 7
0
    /// <summary>
    /// Given a root XML node parse all the children and
    /// instantiate a component on the appropriate object with the appropriate parameters
    /// </summary>
    /// <param name="root">XML node of type "ClickFireDirection"</param>
    public static void ParseFromXML(XmlNode root)
    {
        //http://www.csharp-examples.net/xml-nodes-by-name/
        XmlNode targetNode = root.SelectSingleNode("target"); // find all node with target property; assumes only one

        Debug.Log("found target node: " + targetNode.InnerText);

        // assign component to GameObject in the environment that has matching name
        GameObject cO = GameObject.Find(targetNode.InnerText); // find target in the environment

        if (cO == null)
        {
            return;
        }
        cO.gameObject.AddComponent <MoveInDirection>();                        // already know this component because of type
        MoveInDirection cref = cO.gameObject.GetComponent <MoveInDirection>(); // cache for efficiency

        // look up and parse each attribute needed for script
        cref.dir      = (MoveDirection)Enum.Parse(typeof(MoveDirection), root.SelectSingleNode("moveDirection").InnerText);
        cref.moveRate = float.Parse(root.SelectSingleNode("moveSpeed").InnerText);
    }
Ejemplo n.º 8
0
    private void move( MoveInDirection moveInDirection)
    {
        Vector3 currentPosition = transform.position;
                        Vector3 latestPosition = new Vector3 ();

                        switch (moveInDirection) {
                        case MoveInDirection.UP:
                                currentPosition.y = currentPosition.y + .1f;
                                break;
                        case MoveInDirection.RIGHT:
                                currentPosition.x = currentPosition.x + .1f;
                                break;
                        case MoveInDirection.DOWN:
                                currentPosition.y = currentPosition.y - .1f;
                                break;
                        case MoveInDirection.LEFT:
                                currentPosition.x = currentPosition.x - .1f;
                                break;
                        }

                        transform.position = currentPosition;
    }
Ejemplo n.º 9
0
    public void move(int direction)
    {
        if (direction == 1)
                        moveInDirection = MoveInDirection.RIGHT;

        else if (direction == 2)

            moveInDirection = MoveInDirection.DOWN;
        else if (direction == 3)

            moveInDirection = MoveInDirection.UP;
        else
            moveInDirection = MoveInDirection.LEFT;
        if (isRotating == false) {

                        Vector3 currentPosition = transform.position;
                        Vector3 latestPosition = new Vector3 ();

                        switch (moveInDirection) {
                        case MoveInDirection.UP:
                                currentPosition.y = currentPosition.y + .1f;
                                break;
                        case MoveInDirection.RIGHT:
                                currentPosition.x = currentPosition.x + .1f;
                                break;
                        case MoveInDirection.DOWN:
                                currentPosition.y = currentPosition.y - .1f;
                                break;
                        case MoveInDirection.LEFT:
                                currentPosition.x = currentPosition.x - .1f;
                                break;
                        }

                        transform.position = currentPosition;
                }
    }
Ejemplo n.º 10
0
 void Start()
 {
     moveInDirection = MoveInDirection.UP;
 }
Ejemplo n.º 11
0
 void Start()
 {
     moveInDirection = MoveInDirection.UP;
 }
Ejemplo n.º 12
0
 void Awake()
 {
     sr    = GetComponent <DirectionRandomizer>();
     mover = GetComponent <MoveInDirection>();
 }
Ejemplo n.º 13
0
 private void Awake()
 {
     Mover = GetComponent <MoveInDirection>();
 }