Ejemplo n.º 1
0
    private void Update()
    {
        // Exit Key
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            GameManager.Instance.ReturnToMainMenu();
        }

        if (ControlTarget == null)
        {
            engineAudioSource.volume = 0f;
            shieldAudioSource.volume = 0f;
            return;
        }

        // Movement
        float moveX = Input.GetAxis("Horizontal");
        float moveY = Input.GetAxis("Vertical");

        Movement.direction      = new Vector2(moveX, moveY);
        Movement.rotationTarget = mainCamera.ScreenToWorldPoint(Input.mousePosition);

        // Outside of bounds
        if (!GameManager.Instance.arenaBounds.bounds.Contains((Vector2)ControlTarget.transform.position))
        {
            Vector2 dirBackToCenter = (-ControlTarget.transform.position).normalized;

            Movement.direction      = dirBackToCenter;
            Movement.rotationTarget = Vector2.zero;

            GameManager.Instance.UIManager.PromptIfEmpty(2.5f, MK.UI.TransitionPreset.ScaleIn, "Outside of arena!");
        }

        // Shoot
        bool automaticKeyCheck = Input.GetKey(fireKey) && Shooter.CompareWeaponFireMode(FireMode.Automatic);
        bool singleKeyCheck    = Input.GetKeyDown(fireKey) && Shooter.CompareWeaponFireMode(FireMode.Single);

        if (automaticKeyCheck || singleKeyCheck)
        {
            Shooter.Shoot(Movement.Rb2D.velocity.y);
        }

        // Reload
        if (Input.GetKeyDown(reloadKey))
        {
            Shooter.Reload();
        }

        // Shield
        if (Input.GetKeyDown(shieldKey))
        {
            shieldEffect.ActivateShield();
        }

        // Weapon Select
        for (int i = 1; i < NumberKeys.Length; i++)
        {
            int index = (i - 1);
            if (Input.GetKeyDown(NumberKeys[i]) && index < Shooter.loadout.Length)
            {
                Shooter.CurrentWeaponIndex = index;
                break;
            }
        }

        Shooter.CurrentWeaponIndex += (int)Input.mouseScrollDelta.y;

        // Sprinting
        bool sprintKeyDown = Input.GetKey(sprintKey);

        Movement.IsSprinting = sprintFuel > 0 && sprintKeyDown;


        if (sprintKeyDown)
        {
            sprintFuel -= Time.deltaTime * sprintFuelDecreaseSpeed;
            sprintFuel  = Mathf.Clamp01(sprintFuel);
        }
        else
        {
            sprintFuel += Time.deltaTime * sprintFuelIncreaseSpeed;
            sprintFuel  = Mathf.Clamp01(sprintFuel);
        }

        // Audio
        engineAudioSource.volume = GameManager.Instance.AudioData.engineVolume * AudioManager.Instance.volumeMultiplier;

        float enginePitch = Vector3.Dot(Movement.Rb2D.velocity, Movement.direction);

        engineAudioSource.pitch  = Movement.IsSprinting ? 1f : 0.3f;
        shieldAudioSource.volume = shieldEffect.ShieldState == ShieldState.Open ? GameManager.Instance.AudioData.shieldVolume * AudioManager.Instance.volumeMultiplier : 0f;
    }