private void Awake() { input = GetComponent <ShipInput>(); launcher = GetComponent <ProjectileLauncher>(); //projectileSequence = new List<ProjectileType>(); //projectileSequence.Add(ProjectileType.Simple); }
void Update() { if (ShipInput.IsShooting()) { Shoot(); } }
private void Update() { turnInput = ShipInput.GetTurnAxis(); thrustInput = ShipInput.GetForwardThrust(); brakingInput = ShipInput.IsBraking(); HUD.GetComponent <HUDController>().UpdateFuelText(fuel); }
private void Start() { input = GetComponent <ShipInput>(); physics = GetComponent <ShipPhysics>(); mainCamera = Camera.main.GetComponent <CameraBehaviour>(); alive = true; InitColliders(); inputState = State.playerInputs; lastState = State.playerInputs; deathUI.SetActive(false); transform.position = GameObject.Find("worldCenter").transform.position - new Vector3(0f, 0f, GameObject.Find("worldCenter").GetComponent <outZone>().GetRadius() * 0.95f); possibleTargets = new List <GameObject>(); selectedTarget = null; lockTimer = 0f; GameObject[] allTurrets = GameObject.FindGameObjectsWithTag("TurretT2"); foreach (GameObject go in allTurrets) { if (go.transform.root.gameObject == gameObject) { turret = go; GetComponentInChildren <WeaponShootManager>().AddTurret(turret); maxHealth = 2000f; health = maxHealth; break; } } }
private void Start() { rotationFilter = new Filter(GameplaySettings.Ship.RotationFilterParam, 0f); moveFilter = new Filter(GameplaySettings.Ship.MoveFilterParam, 0f); settings = GameplaySettings.Ship; shipInput = new ShipInput(); }
void Update() { if (ShipInput.IsHyperspacing()) { HyperSpace(); return; } turnInput = ShipInput.GetTurnAxis(); thrustInput = ShipInput.GetForwardThrust(); }
// Start is called before the first frame update void Start() { shipState = 0; al = GetComponent <Altitude>(); input = GetComponent <ShipInput>(); physics = GetComponent <ShipPhysics>(); rb = GetComponent <Rigidbody>(); }
// Use this for initialization private void Awake() { DontDestroyOnLoad(gameObject); shipInput = GetComponent <ShipInput>(); if (!shipInput) { Debug.Log("ShipInput component is missing"); } }
// Use this for initialization void Start() { agent = gameObject.GetComponent<Agent>(); input = gameObject.GetComponent<ShipInput>(); rotate = agent.Rotation; speed = agent.Speed; heading = transform.rotation.eulerAngles.y - 90; leftsteer = 0.0f; rightsteer = 0.0f; lefttheta = 0.0f; righttheta = 0.0f; }
public void Enable() { if (shipInput == null) { shipInput = new ShipInput(); shipInput.ShipControls.Mouse.performed += (ctx) => mouseInput = ctx.ReadValue <Vector2>(); shipInput.ShipControls.Throttle.performed += (ctx) => UpdateThrottle(ctx.ReadValue <float>()); shipInput.ShipControls.AD.performed += (ctx) => rollInput = ctx.ReadValue <float>(); shipInput.ShipControls.FreeLook.performed += (ctx) => freeLook = !freeLook; shipInput.ShipControls.FirePrimary.performed += (ctx) => firePrimary = !firePrimary; } shipInput.Enable(); }
/// <summary> /// SHIP /// </summary> public FstiResult Ship(FstiToken token, ShipInput input) { using (var fstiService = this._fstiHelper.CreateFSTIService()) { string result = fstiService.SHIPIByLot(token.Token.ToString(), input.CoNumber, input.CoLineNumber.ToString(), input.ShippedQuantity.ToString("0.000000"), input.Stockroom, input.Bin, input.InventoryCategory, input.LotNumber); return(FstiResult.Build(result)); } }
public void ApplyInput(ShipInput input) { transform.RotateAround(transform.position, transform.forward, -180 * Time.fixedDeltaTime * input.leftRight); if (input.fire && currentFireCooldown <= 0) { float shipRadius = ((CircleCollider2D)collider2D).radius; GameObject newBullet = (GameObject)Instantiate(bulletPrefab, transform.position + transform.up * shipRadius * 1.8f, transform.rotation); Vector2 currentVelocity = rigidbody2D.velocity; Vector2 fireVelocity = transform.up * fireSpeed; newBullet.rigidbody2D.velocity = currentVelocity + fireVelocity; newBullet.GetComponent <BulletController>().lifetime = bulletLifetime; currentFireCooldown = fireCooldown; shootParticles.Play(); newBullet.audio.enabled = true; newBullet.audio.clip = Utilities.ChooseRandom(shootSounds); newBullet.audio.Play(); } if (input.forward > 0) { rigidbody2D.AddForce(transform.up * input.forward * 500); foreach (ParticleSystem particles in thrustParticles) { particles.Play(); } } else { foreach (ParticleSystem particles in thrustParticles) { particles.Stop(); } } }
public override void Action() { PlayerMovement pm = FindObjectOfType <PlayerMovement>(); MouseLook ml = FindObjectOfType <MouseLook>(); ShipInput si = FindObjectOfType <ShipInput>(); if (!pm.isFlyingShip) { Cursor.lockState = CursorLockMode.None; pm.GetComponent <Rigidbody>().useGravity = false; pm.GetComponent <Rigidbody>().isKinematic = true; pm.isFlyingShip = true; ml.isFlyingShip = true; si.enabled = true; } else { Cursor.lockState = CursorLockMode.Locked; pm.isFlyingShip = false; ml.isFlyingShip = false; si.enabled = false; } }
private void Awake() { input = GetComponent <ShipInput>(); physics = GetComponent <ShipPhysics>(); }
private void Awake() { input = GetComponent <ShipInput>(); weapon = GetComponent <PrimaryWeapon>(); }
void Awake() { animator = GetComponent<Animator>(); shipInput = GetComponent<ShipInput>(); }
private void Awake() { shipInput = GetComponent <ShipInput>(); }
void Awake() { s_Rigidbody = GetComponent <Rigidbody>(); s_Input = GetComponent <ShipInput>(); s_Animator = GetComponent <Animator>(); }
public void ReceiveInput(ShipInput _inputToRecieve) { currentInput = _inputToRecieve; }
private void Awake() { playerInput = GetComponent <ShipInput>(); shotSequence = GetComponent <ShotSequence>(); engine = GetComponent <ShipEngine>(); }
/// <summary> /// Reads the keyboard and Xbox 360 Controller to determine what the player is doing /// </summary> /// <param name="playerIndex"></param> public override void ReadSpaceShipInputs(PlayerIndex playerIndex) { GamePadState gamePadState = GamePad.GetState(playerIndex); ShipInput.Reset(); // Pitch, Yaw, and Roll. ShipInput.PitchAngle = gamePadState.ThumbSticks.Right.Y; ShipInput.YawAngle = gamePadState.ThumbSticks.Right.X; ShipInput.RollAngle = gamePadState.ThumbSticks.Left.X; // Keyboard control KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Up)) { ShipInput.PitchAngle = 1.0f; } if (keyState.IsKeyDown(Keys.Down)) { ShipInput.PitchAngle = -1.0f; } if (keyState.IsKeyDown(Keys.Left)) { ShipInput.YawAngle = -1.0f; } if (keyState.IsKeyDown(Keys.Right)) { ShipInput.YawAngle = 1.0f; } if (keyState.IsKeyDown(Keys.A)) { ShipInput.RollAngle = -1.0f; } if (keyState.IsKeyDown(Keys.D)) { ShipInput.RollAngle = 1.0f; } ShipInput.SpeedOffset = gamePadState.ThumbSticks.Left.Y; ShipInput.Fired = (gamePadState.Triggers.Right > 0.5f); // Keyboard control - pt2 if (keyState.IsKeyDown(Keys.W)) { ShipInput.SpeedOffset = 1.0f; } if (keyState.IsKeyDown(Keys.S)) { ShipInput.SpeedOffset = -1.0f; } if (keyState.IsKeyDown(Keys.Space)) { ShipInput.Fired = true; } base.ReadSpaceShipInputs(playerIndex); }