Example #1
0
    private void OnJoyStick(ref float tempX, ref float tempY)
    {
        Vector3 dir  = Vector3.zero;
        Vector3 dir2 = Vector3.zero;

        dir.x  = joystick.Horizontal();
        dir.z  = joystick.Vertical();
        dir2.x = joystick2.Horizontal();
        dir2.z = joystick2.Vertical();

        //Joystick moving
        EngineForce += dir2.z / 2;       // SpeedUp
        if (EngineForce < 0)
        {
            EngineForce = 0;
        }

        if (!IsOnGround)
        {
            if (dir.x > 0 && Mathf.Abs(dir.x) > Mathf.Abs(dir.z))             // right
            {
                tempX = Time.fixedDeltaTime;
            }
            if (dir.x < 0 && Mathf.Abs(dir.x) > Mathf.Abs(dir.z))             // left
            {
                tempX = -Time.fixedDeltaTime;
            }
            if (dir.z > 0 && Mathf.Abs(dir.z) > Mathf.Abs(dir.x))             // forward
            {
                tempY = Time.fixedDeltaTime;
            }
            if (dir.z < 0 && Mathf.Abs(dir.z) > Mathf.Abs(dir.x))             // back
            {
                tempY = -Time.fixedDeltaTime;
            }

            if (dir2.x > 0 && Mathf.Abs(dir2.x) > Mathf.Abs(dir2.z))                 // turn right
            {
                var force = (turnForcePercent - Mathf.Abs(hMove.y)) * HelicopterModel.mass;
                HelicopterModel.AddRelativeTorque(0f, force, 0);
            }
            if (dir2.x < 0 && Mathf.Abs(dir2.x) > Mathf.Abs(dir2.z))                 // turn left
            {
                var force = -(turnForcePercent - Mathf.Abs(hMove.y)) * HelicopterModel.mass;
                HelicopterModel.AddRelativeTorque(0f, force, 0);
            }
        }
    }
    IEnumerator PlayerControl()
    {
        while (isAlive)
        {
            moveHorizontal = _joystick.Horizontal();
            moveVertical   = _joystick.Vertical();;

            Vector2 movement = new Vector2(moveHorizontal, moveVertical);
            rigidbody.velocity = movement * speed;

            rigidbody.position = new Vector3(
                Mathf.Clamp(rigidbody.position.x, -constrainX, constrainX),
                Mathf.Clamp(rigidbody.position.y, -constrainY, constrainY),
                0);

            yield return(null);
        }
    }
    void FixedUpdate()
    {
        /*** VECTORS USED ***/

        // Player movement direction (left joystick)
        Vector2 moveVec = new Vector2(leftJoystick.Horizontal()
                                      , leftJoystick.Vertical()) * playerSpeed;

        // Player rotation direction (left joystick)
        Vector3 lookVec = new Vector3(leftJoystick.Horizontal()
                                      , leftJoystick.Vertical(), 4000);

        // Player rotation direction (right joystick)
        Vector3 lookVec2 = new Vector3(rightJoystick.inputVec.x
                                       , rightJoystick.inputVec.y, 4000);


        /*** PLAYER MOVEMENT & ROTATION ***/

        // Right joystick dictates player rotation
        if (lookVec2.x != 0 && lookVec2.y != 0)
        {
            /*GetComponentInParent <Transform> ().rotation =
             *      Quaternion.LookRotation (lookVec2, Vector3.back);*/

            // Flips player graphics when going right
            if (lookVec2.x > 0)
            {
                transform.localScale = new Vector3(1.0f,
                                                   transform.localScale.y,
                                                   transform.localScale.z);
            }

            // Flips player graphics when going left
            if (lookVec2.x < 0)
            {
                transform.localScale = new Vector3(-1.0f,
                                                   transform.localScale.y,
                                                   transform.localScale.z);
            }
        }
        else
        {
            // Left joystick dictates player rotation
            if (lookVec.x != 0 && lookVec.y != 0)
            {
                /*GetComponentInParent <Transform> ().rotation =
                 *      Quaternion.LookRotation (lookVec, Vector3.back);*/
            }
            else if (transform.localScale == new Vector3(1.0f,
                                                         transform.localScale.y,
                                                         transform.localScale.z))
            {
                /*GetComponentInParent <Transform> ().rotation =
                 *      Quaternion.LookRotation (lookVec, Vector3.right);*/
            }
            else
            {
                /*GetComponentInParent <Transform> ().rotation =
                 *      Quaternion.LookRotation (lookVec, Vector3.left);*/
            }

            // Flips player graphics when going right
            if (leftJoystick.Horizontal() > 0)
            {
                transform.localScale = new Vector3(1.0f,
                                                   transform.localScale.y,
                                                   transform.localScale.z);
            }

            // Flips player graphics when going left
            if (leftJoystick.Horizontal() < 0)
            {
                transform.localScale = new Vector3(-1.0f,
                                                   transform.localScale.y,
                                                   transform.localScale.z);
            }
        }

        // Boost feature (not in use)
        bool isBoosting = CrossPlatformInputManager.GetButton("BoostButton");

        playerBody.AddForce(moveVec * (isBoosting ? boostMultiplier : 1));
    }
Example #4
0
    void FixedUpdate()
    {
        if ((GameObject.Find("LeftJoystick") == null) || (GameObject.Find("RightJoystick") == null))
        {
            Destroy(gameObject);
        }
        else
        {
            // If Player turns left, so does Torpedo
            if (GameObject.Find("Player").GetComponent <PlayerMovement> ().turnedLeft)
            {
                transform.localScale = new Vector3(-1.0f,
                                                   transform.localScale.y,
                                                   transform.localScale.z);
            }
            else
            {
                // If Player turns right, so does Torpedo
                transform.localScale = new Vector3(1.0f,
                                                   transform.localScale.y,
                                                   transform.localScale.z);
            }

            // Follow target
            if (!stopFollow)
            {
                transform.position = target.position + offset;
            }

            // Player rotation direction (left joystick)
            Vector3 lookVec = new Vector3(leftJoystick.Horizontal()
                                          , leftJoystick.Vertical(), 4000);

            // Player rotation direction (right joystick)
            Vector3 lookVec2 = new Vector3(rightJoystick.inputVec.x
                                           , rightJoystick.inputVec.y, 4000);


            if (!stopFollow)
            {
                // Right Joystick dictates Torpedo rotation
                if (lookVec2.x != 0 && lookVec2.y != 0)
                {
                    GetComponentInParent <Transform> ().rotation =
                        Quaternion.LookRotation(lookVec2, Vector3.back);
                }
                else
                {
                    // Left Joystick dictates Torpedo rotation
                    if (lookVec.x != 0 && lookVec.y != 0)
                    {
                        GetComponentInParent <Transform> ().rotation =
                            Quaternion.LookRotation(lookVec, Vector3.back);
                    }
                    else if (transform.localScale == new Vector3(1.0f,
                                                                 transform.localScale.y,
                                                                 transform.localScale.z))
                    {
                        GetComponentInParent <Transform> ().rotation =
                            Quaternion.LookRotation(lookVec, Vector3.right);
                    }
                    else
                    {
                        GetComponentInParent <Transform> ().rotation =
                            Quaternion.LookRotation(lookVec, Vector3.left);
                    }
                }
            }
        }
    }