Example #1
0
    // Update is called once per frame
    void Update()
    {
        if (m_movement.canMove)
        {
            float   inputX = Input.GetAxis("Horizontal");
            float   inputY = Input.GetAxis("Vertical");
            Vector2 inp    = new Vector2(inputX, inputY);
            if (inputY > 0.5)
            {
                direction.y = 1;
            }
            else if (inputY < -0.5)
            {
                direction.y = -1;
            }

            if (inputX > 0.5)
            {
                direction.x = 1;
            }
            else if (inputX < -0.5)
            {
                direction.x = -1;
            }
            Vector2 targetVel = inp * moveSpeed;
            velocity.x = Mathf.SmoothDamp(velocity.x, targetVel.x, ref velocityXSmoothing, acceleration);
            velocity.y = Mathf.SmoothDamp(velocity.y, targetVel.y, ref velocityYSmoothing, acceleration);
            m_movement.Move(velocity, inp);
            if (Input.GetButtonDown("Fire1"))
            {
                if (velocity.magnitude < 0.1f)
                {
                    m_fireControl.fire(lastMajorDir);
                }
                else
                {
                    lastMajorDir = velocity.normalized;
                    m_fireControl.fire(velocity.normalized);
                }
            }
            if (Input.GetButtonDown("Fire2"))
            {
                if (GetComponent <Attackable> ().pagesUsed < GetComponent <Attackable> ().maxPages)
                {
                    LevelManager.Get().saveRoom();
                    GetComponent <Attackable> ().pagesUsed++;
                }
            }
        }
    }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        float dist = Vector3.Distance(playerObj.transform.position, transform.position);

        if (dist < maxChaseDistance)
        {
            if (dist > minChaseDistance)
            {
                Vector3 otherPos = playerObj.transform.position;
                Vector3 myPos    = transform.position;
                float   xDiff    = otherPos.x - myPos.x;
                float   yDiff    = otherPos.y - myPos.y;
                float   angle    = Mathf.Atan2(yDiff, xDiff);
                velocity = new Vector2(Mathf.Cos(angle) * moveSpeed, Mathf.Sin(angle) * moveSpeed);
                movement.Move(velocity, velocity.normalized);
            }
            m_fireControl.fire((playerObj.transform.position - transform.position).normalized);
        }
    }