/// <summary> /// Updates every frame our scene. /// </summary> private void Update() { if (GameObjectController.IsConnected() && !networkView.isMine) { enabled = false; return; } if (Input.GetKeyDown(KeyCode.T) && Time.time > _nextFire) { _nextFire = Time.time + FireRate; var clone = GameObjectController.Instantiate(Shot, ShotSpawn.position, ShotSpawn.rotation, ignoreServerCheck: true); audio.Play(); } }
private void Update() { if (GameObjectController.IsConnected() && !Network.isServer) { return; } if (!Spline.End) { gameObject.transform.position = Spline.GetPosition(); Spline.Update(Time.deltaTime); } else { InFormation = true; } }
/// <summary> /// This method is called automatically by unity at each physics step. Code executed once per physics step. /// </summary> void FixedUpdate() { if (GameObjectController.IsConnected() && !networkView.isMine) { return; } //I'm only using the horizontal component. GetAxis returns only 0-1, so movement is per unit. var moveHorizontal = Input.GetAxis("Horizontal"); var movement = new Vector3(moveHorizontal, 0, 0); rigidbody.velocity = movement * Speed; rigidbody.position = new Vector3( Mathf.Clamp(rigidbody.position.x, Boundary.Xmin, Boundary.Xmax), 0, 0 ); rigidbody.rotation = Quaternion.Euler(.0f, .0f, -rigidbody.velocity.x * Tilt); }