// Update is called once per frame
    void Update()
    {
        transform.position = GameObject.FindGameObjectWithTag("Player").transform.position;

        if (Input.GetAxis("Vertical") == 1) //Aiming UP
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 90f);
            fireAngle          = FireAngle2D.UP;
            //Debug.Log("UP");
        }

        if (Input.GetAxis("Vertical") == -1) //Aiming UP
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 270f);
            fireAngle          = FireAngle2D.DOWN;
            //Debug.Log("UP");
        }

        else if ((Input.GetAxis("Vertical") < -0.5 && Input.GetAxis("Vertical") > -1) && Input.GetAxis("Horizontal") > 0)  //Aiming RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, -67.5f);
            fireAngle          = FireAngle2D.DDD_RIGHT;
            //Debug.Log("RIGHT");
        }

        else if ((Input.GetAxis("Vertical") < -0.25 && Input.GetAxis("Vertical") >= -0.50) && Input.GetAxis("Horizontal") > 0) //Aiming RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, -45f);
            fireAngle          = FireAngle2D.DD_RIGHT;
            //Debug.Log("RIGHT");
        }

        else if ((Input.GetAxis("Vertical") < 0 && Input.GetAxis("Vertical") >= -0.25) && Input.GetAxis("Horizontal") > 0) //Aiming RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, -22.5f);
            fireAngle          = FireAngle2D.D_RIGHT;
            //Debug.Log("RIGHT");
        }

        else if (Input.GetAxis("Vertical") == 0 && Input.GetAxis("Horizontal") > 0) //Aiming RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 0f);
            fireAngle          = FireAngle2D.RIGHT;
            //Debug.Log("RIGHT");
        }

        else if ((Input.GetAxis("Vertical") >= 0 && Input.GetAxis("Vertical") <= 0.25) && Input.GetAxis("Horizontal") > 0) //Aiming UP RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 22.5f);
            fireAngle          = FireAngle2D.U_RIGHT;
            //Debug.Log("U_RIGHT");
        }

        else if ((Input.GetAxis("Vertical") > 0.25 && Input.GetAxis("Vertical") <= 0.50) && Input.GetAxis("Horizontal") > 0) //Aiming UP RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 45f);
            fireAngle          = FireAngle2D.UU_RIGHT;
            //Debug.Log("U_RIGHT");
        }

        else if ((Input.GetAxis("Vertical") > 0.50 && Input.GetAxis("Vertical") < 1) && Input.GetAxis("Horizontal") > 0) //Aiming UP RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 67.5f);
            fireAngle          = FireAngle2D.UUU_RIGHT;
            //Debug.Log("U_RIGHT");
        }

        else if ((Input.GetAxis("Vertical") < -0.5 && Input.GetAxis("Vertical") > -1) && Input.GetAxis("Horizontal") < 0) //Aiming RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 247.5f);
            fireAngle          = FireAngle2D.DDD_LEFT;
            //Debug.Log("RIGHT");
        }

        else if ((Input.GetAxis("Vertical") < -0.25 && Input.GetAxis("Vertical") >= -0.50) && Input.GetAxis("Horizontal") < 0) //Aiming RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 225f);
            fireAngle          = FireAngle2D.DD_LEFT;
            //Debug.Log("RIGHT");
        }

        else if ((Input.GetAxis("Vertical") < 0 && Input.GetAxis("Vertical") >= -0.25) && Input.GetAxis("Horizontal") < 0) //Aiming RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 202.5f);
            fireAngle          = FireAngle2D.D_LEFT;
            //Debug.Log("RIGHT");
        }

        else if (Input.GetAxis("Vertical") == 0 && Input.GetAxis("Horizontal") < 0) //Aiming LEFT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 180f);
            fireAngle          = FireAngle2D.LEFT;
            //Debug.Log("LEFT");
        }

        else if ((Input.GetAxis("Vertical") >= 0 && Input.GetAxis("Vertical") <= 0.25) && Input.GetAxis("Horizontal") < 0) //Aiming UP RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 157.5f);
            fireAngle          = FireAngle2D.U_LEFT;
            //Debug.Log("U_RIGHT");
        }

        else if ((Input.GetAxis("Vertical") > 0.25 && Input.GetAxis("Vertical") <= 0.50) && Input.GetAxis("Horizontal") < 0) //Aiming UP RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 135f);
            fireAngle          = FireAngle2D.UU_LEFT;
            //Debug.Log("U_RIGHT");
        }

        else if ((Input.GetAxis("Vertical") > 0.50 && Input.GetAxis("Vertical") < 1) && Input.GetAxis("Horizontal") < 0) //Aiming UP RIGHT
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 112.5f);
            fireAngle          = FireAngle2D.UUU_LEFT;
            //Debug.Log("U_RIGHT");
        }
    }
Example #2
0
    void ShootMulti()
    {
        myAngle = GunController2D.fireAngle;
        if (myAngle == FireAngle2D.UP)
        {
            setRotation(95f);
            Effect();
            setRotation(85f);
            Effect();
            setRotation(90f);
            Effect();
        }

        else if (myAngle == FireAngle2D.DOWN)
        {
            setRotation(275f);
            Effect();
            setRotation(265f);
            Effect();
            setRotation(270f);
            Effect();
        }

        else if (myAngle == FireAngle2D.DDD_RIGHT) //Aiming UP RIGHT
        {
            setRotation(-72.5f);
            Effect();
            setRotation(-62.5f);
            Effect();
            setRotation(-67.5f);
            Effect();
        }

        else if (myAngle == FireAngle2D.DD_RIGHT) //Aiming UP RIGHT
        {
            setRotation(-50f);
            Effect();
            setRotation(-40f);
            Effect();
            setRotation(-45f);
            Effect();
        }

        else if (myAngle == FireAngle2D.D_RIGHT) //Aiming UP RIGHT
        {
            setRotation(-17.5f);
            Effect();
            setRotation(-27.5f);
            Effect();
            setRotation(-22.5f);
            Effect();
        }

        else if (myAngle == FireAngle2D.RIGHT) //Aiming RIGHT
        {
            setRotation(5f);
            Effect();
            setRotation(-5f);
            Effect();
            setRotation(0f);
            Effect();
        }

        else if (myAngle == FireAngle2D.U_RIGHT) //Aiming UP RIGHT
        {
            setRotation(17.5f);
            Effect();
            setRotation(27.5f);
            Effect();
            setRotation(22.5f);
            Effect();
        }

        else if (myAngle == FireAngle2D.UU_RIGHT) //Aiming UP RIGHT
        {
            setRotation(50f);
            Effect();
            setRotation(40f);
            Effect();
            setRotation(45f);
            Effect();
        }

        else if (myAngle == FireAngle2D.UUU_RIGHT) //Aiming UP RIGHT
        {
            setRotation(72.5f);
            Effect();
            setRotation(62.5f);
            Effect();
            setRotation(67.5f);
            Effect();
        }

        else if (myAngle == FireAngle2D.DDD_LEFT) //Aiming LEFT
        {
            setRotation(252.5f);
            Effect();
            setRotation(242.5f);
            Effect();
            setRotation(247.5f);
            Effect();
        }

        else if (myAngle == FireAngle2D.DD_LEFT) //Aiming LEFT
        {
            setRotation(230f);
            Effect();
            setRotation(220f);
            Effect();
            setRotation(225f);
            Effect();
        }

        else if (myAngle == FireAngle2D.D_LEFT) //Aiming LEFT
        {
            setRotation(207.5f);
            Effect();
            setRotation(197.5f);
            Effect();
            setRotation(202.5f);
            Effect();
        }

        else if (myAngle == FireAngle2D.LEFT) //Aiming LEFT
        {
            setRotation(185f);
            Effect();
            setRotation(175f);
            Effect();
            setRotation(180f);
            Effect();
        }

        else if (myAngle == FireAngle2D.U_LEFT) //Aimin UP LEFT
        {
            setRotation(162.5f);
            Effect();
            setRotation(152.5f);
            Effect();
            setRotation(157.5f);
            Effect();
        }

        else if (myAngle == FireAngle2D.UU_LEFT) //Aimin UP LEFT
        {
            setRotation(140f);
            Effect();
            setRotation(130f);
            Effect();
            setRotation(135f);
            Effect();
        }

        else if (myAngle == FireAngle2D.UUU_LEFT) //Aimin UP LEFT
        {
            setRotation(117.5f);
            Effect();
            setRotation(107.5f);
            Effect();
            setRotation(112.5f);
            Effect();
        }

        else
        {
            setRotation(lastRot + 5f);
            Effect();
            setRotation(lastRot - 5f);
            Effect();
            setRotation(lastRot);
            Effect();
        }
        //Debug.Log(myAngle);
    }