void Update() { if (spawnCooldown.ResetTimer()) { EventBroker.CallAsteroidSpawn(); } }
void Update() { // nwm czy to potrzebne StayOnScreen(); //targetRotation = transform.localRotation.eulerAngles + new Vector3(0f, Input.GetAxis("Horizontal") * rotSpeed, 0f); //thrust = transform.forward * Input.GetAxis("Vertical") * maxThrust; if (Input.GetKeyDown(KeyCode.Space)) { if (shootCooldown.ResetTimer()) { EventBroker.CallProjectileShot(cannon); } } // CONTROLS CHANGE if (Input.GetKeyDown(KeyCode.Tab)) { controlsChange *= -1; } // FORWARD if (Input.GetKey(KeyCode.W)) { thrust = transform.forward * maxThrust; } else if (Input.GetKey(KeyCode.S)) { thrust = -transform.forward * maxThrust; } else { thrust = Vector3.zero; } //Rotation //zbieram deltę w kątach na poszczególnych osiach pitchDelta = 0; yawDelta = 0; rollDelta = 0; // SIDES if (Input.GetKey(KeyCode.A)) { yawDelta = -rotSpeed; } else if (Input.GetKey(KeyCode.D)) { yawDelta = rotSpeed; } // FORWARD - UP/DOWN if (Input.GetKey(KeyCode.UpArrow)) { pitchDelta = -rotSpeed * controlsChange; } else if (Input.GetKey(KeyCode.DownArrow)) { pitchDelta = rotSpeed * controlsChange; } // SIDES - UP/DOWN if (Input.GetKey(KeyCode.LeftArrow)) { rollDelta = rotSpeed; } else if (Input.GetKey(KeyCode.RightArrow)) { rollDelta = -rotSpeed; } }