Ejemplo n.º 1
0
        private void Update()
        {
            Move.x  = Input.GetAxis("Horizontal");
            Move.y  = Input.GetAxis("Vertical");
            Shoot.x = Input.GetAxis("ShootX");
            Shoot.y = Input.GetAxis("ShootY");

            FireCooldown = Mathf.Max(0.0f, FireCooldown - Time.deltaTime);

            var settings = TwoStickBootstrap.Settings;

            Transform2D xform = GetComponent <Transform2D>();

            xform.Position += Time.deltaTime * Move * settings.playerMoveSpeed;

            if (Fire)
            {
                xform.Heading = math.normalize(Shoot);
                FireCooldown  = settings.playerFireCoolDown;

                var newShotData = new ShotSpawnData()
                {
                    Position = xform.Position,
                    Heading  = xform.Heading,
                    Faction  = xform.GetComponent <Faction>()
                };

                ShotSpawnSystem.SpawnShot(newShotData);
            }
        }
Ejemplo n.º 2
0
        protected override void OnUpdate()
        {
            /*
             * SM -Including Length gives a convenient way to check if
             * we need to continue.
             */
            if (m_Data.Length == 0)
            {
                return;
            }

            var settings = TwoStickBootstrap.Settings;

            /*
             * SM - Moving Time.deltaTime outside of loops is more efficient,
             * and means all items in the loop receive the same value for deltaTime.
             */
            float dt            = Time.deltaTime;
            var   firingPlayers = new List <GameObject>();

            for (int index = 0; index < m_Data.Length; ++index)
            {
                var position = m_Data.Position[index];
                var heading  = m_Data.Heading[index];

                var playerInput = m_Data.Input[index];

                //GetComponent<Position2D>().Value += Time.deltaTime * Move * settings.playerMoveSpeed;
                position.Value += dt * playerInput.Move * settings.playerMoveSpeed;

                //if(Fire)
                if (playerInput.Fire)
                {
                    // GetComponent<Heading2D>().Value = math.normalize(Shoot);
                    heading.Value = math.normalize(playerInput.Shoot);

                    // FireCooldown = settings.playerFireCoolDown;
                    playerInput.FireCooldown = settings.playerFireCoolDown;

                    firingPlayers.Add(m_Data.GameObject[index]);
                }
            }

            foreach (var player in firingPlayers)
            {
                var newShotData = new ShotSpawnData()
                {
                    Position = player.GetComponent <Position2D>().Value,
                    Heading  = player.GetComponent <Heading2D>().Value,
                    Faction  = player.GetComponent <Faction>()
                };

                ShotSpawnSystem.SpawnShot(newShotData);
            }
        }
Ejemplo n.º 3
0
        public static void SpawnShot(ShotSpawnData data)
        {
            var settings = TwoStickBootstrap.Settings;
            var prefab   = data.Faction.Value == Faction.Type.Player
                ? settings.PlayerShotPrefab
                : settings.EnemyShotPrefab;
            var newShot = Object.Instantiate(prefab);

            newShot.GetComponent <Position2D>().Value = data.Position;
            newShot.GetComponent <Heading2D>().Value  = data.Heading;

            var shotFaction = newShot.GetComponent <Faction>();

            shotFaction.Value = data.Faction.Value;
        }
Ejemplo n.º 4
0
        protected override void OnUpdate()
        {
            if (m_Player.Length == 0)
            {
                return;
            }

            //  var playerPos = player.GetComponent<Position2D>().Value;
            var playerPos = m_Player.Position[0].Value;

            var shotSpawnData = new List <ShotSpawnData>();

            float dt        = Time.deltaTime;
            float shootRate = TwoStickBootstrap.Settings.enemyShootRate;

            for (int i = 0; i < m_Data.Length; i++)
            {
                //var state = GetComponent<EnemyShootState>();
                var state = m_Data.ShootState[i];

                //state.Cooldown -= Time.deltaTime;
                state.Cooldown -= dt;

                if (state.Cooldown <= 0.0)
                {
                    //state.Cooldown = TwoStickBootstrap.Settings.enemyShootRate;
                    state.Cooldown = shootRate;

                    //var position = GetComponent<Position2D>().Value;
                    var position = m_Data.Position[i].Value;

                    ShotSpawnData spawn = new ShotSpawnData()
                    {
                        Position = position,
                        Heading  = math.normalize(playerPos - position),
                        Faction  = TwoStickBootstrap.Settings.EnemyFaction
                    };
                    //ShotSpawnSystem.SpawnShot(spawn);
                    shotSpawnData.Add(spawn);
                }
            }

            foreach (var spawn in shotSpawnData)
            {
                ShotSpawnSystem.SpawnShot(spawn);
            }
        }
Ejemplo n.º 5
0
        private void Update()
        {
            var player = FindObjectOfType <Player>();

            if (!player)
            {
                Destroy(gameObject);
                return;
            }
            // Movement
            var settings = TwoStickBootstrap.Settings;
            var minY     = settings.playfield.yMin;
            var maxY     = settings.playfield.yMax;

            var xform = GetComponent <Transform2D>();

            if (xform.Position.y > maxY || xform.Position.y < minY)
            {
                GetComponent <Health>().Value = -1;
            }

            // Shooting
            var playerPos = player.GetComponent <Transform2D>().Position;

            var state = GetComponent <EnemyShootState>();

            state.Cooldown -= Time.deltaTime;

            if (state.Cooldown <= 0.0)
            {
                state.Cooldown = TwoStickBootstrap.Settings.enemyShootRate;
                var position = GetComponent <Transform2D>().Position;

                ShotSpawnData spawn = new ShotSpawnData()
                {
                    Position = position,
                    Heading  = math.normalize(playerPos - position),
                    Faction  = TwoStickBootstrap.Settings.EnemyFaction
                };
                ShotSpawnSystem.SpawnShot(spawn);
            }
        }