Example #1
0
        //Gets called when game is started after the awake.
        private void Start()
        {
            //Get the miniGameController.
            LS_miniGameController = FindObjectOfType <LS_MinigameController>();

            //Set the animator
            LS_animController = GetComponent <Animator>();

            rb = GetComponent <Rigidbody>();

            //Set player input
            InputManager.Instance.BindAxis("LS_HorizontalAxis" + LS_controllerIndex, LS_controllerIndex, ControllerAxisCode.LeftStickX);
            InputManager.Instance.BindAxis("LS_VerticalAxis" + LS_controllerIndex, LS_controllerIndex, ControllerAxisCode.LeftStickY);
            InputManager.Instance.BindAxis("LS_HorizontalMirAxis" + LS_controllerIndex, LS_controllerIndex, ControllerAxisCode.RightStickX);
            InputManager.Instance.BindAxis("LS_VerticalMirAxis" + LS_controllerIndex, LS_controllerIndex, ControllerAxisCode.RightStickY);


            //Get the default material and set it to the playerColor of the game.
            LS_defaultMat       = GetComponentInChildren <SkinnedMeshRenderer>().material;
            LS_defaultMat.color = GlobalGameManager.Instance.GetPlayerColor(LS_controllerIndex);


            //Set a default state.
            LS_playerState = LS_PlayerState.idle;
        }
Example #2
0
        //Move the player according to the left thumbstick.
        private void MovePlayer(float LS_horMove, float LS_verMove)
        {
            if ((LS_horMove == 0) && (LS_verMove == 0))
            {
                LS_playerState = LS_PlayerState.idle;
            }
            else
            {
                LS_playerState = LS_PlayerState.move;

                transform.position = new Vector3(transform.position.x + (LS_horMove * LS_moveSpeed * Time.deltaTime),
                                                 transform.position.y, transform.position.z + (LS_verMove * LS_moveSpeed * Time.deltaTime));
            }
        }
        //Move the player according to the left thumbstick.
        private void MovePlayer(float LS_horMove, float LS_verMove)
        {
            if ((LS_horMove == 0) && (LS_verMove == 0))
            {
                LS_playerState = LS_PlayerState.idle;
            }
            else
            {
                LS_playerState = LS_PlayerState.move;

                transform.position = new Vector3(transform.position.x + (LS_horMove * LS_moveSpeed * Time.deltaTime),
                transform.position.y, transform.position.z + (LS_verMove * LS_moveSpeed * Time.deltaTime));
            }
        }
        //Gets called when game is started after the awake.
        private void Start()
        {
            //Get the miniGameController.
            LS_miniGameController = FindObjectOfType<LS_MinigameController>();

            //Set the animator
            LS_animController = GetComponent<Animator>();

            rb = GetComponent<Rigidbody>();

            //Set player input
            InputManager.Instance.BindAxis("LS_HorizontalAxis"+ LS_controllerIndex, LS_controllerIndex, ControllerAxisCode.LeftStickX);
            InputManager.Instance.BindAxis("LS_VerticalAxis" + LS_controllerIndex, LS_controllerIndex, ControllerAxisCode.LeftStickY);
            InputManager.Instance.BindAxis("LS_HorizontalMirAxis" + LS_controllerIndex, LS_controllerIndex, ControllerAxisCode.RightStickX);
            InputManager.Instance.BindAxis("LS_VerticalMirAxis" + LS_controllerIndex, LS_controllerIndex, ControllerAxisCode.RightStickY);

            //Get the default material and set it to the playerColor of the game.
            LS_defaultMat = GetComponentInChildren<SkinnedMeshRenderer>().material;
            LS_defaultMat.color = GlobalGameManager.Instance.GetPlayerColor(LS_controllerIndex);

            //Set a default state.
            LS_playerState = LS_PlayerState.idle;
        }