Example #1
0
    void Update()
    {
        if (GameManager.gameState == GameManager.GameState.Playing || GameManager.gameState == GameManager.GameState.OnConveyor)
        {
            myFaceDirection = (input.x > 0 ? faceDirection.Right : input.y > 0 ? faceDirection.Up : input.x < 0 ? faceDirection.Left : input.y < 0 ? faceDirection.Down : myFaceDirection);

            myRigidBody.velocity = Vector3.MoveTowards(myRigidBody.velocity, (Vector3)(input * speed), 50 * Time.deltaTime);
        }
        else
        {
            myRigidBody.velocity = Vector2.zero;
        }
    }
Example #2
0
    IEnumerator waiter(faceDirection d)
    {
        if (d == faceDirection.forward || d == faceDirection.backward)
        {
            face.transform.Translate(speed * Time.deltaTime, 0, 0);
            yield return(new WaitForSeconds(1.0f));

            face.transform.Translate(-(speed * Time.deltaTime), 0, 0);
            yield return(new WaitForSeconds(1.0f));
        }
        else
        {
            face.transform.Translate(0, speed * Time.deltaTime, 0);
            yield return(new WaitForSeconds(1.0f));

            face.transform.Translate(0, -(speed * Time.deltaTime), 0);
            yield return(new WaitForSeconds(1.0f));
        }
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        if (face.transform.rotation.y > 315f || face.transform.rotation.y <= 45f)
        {
            direction = faceDirection.forward;
        }
        else if (face.transform.rotation.y > 45f || face.transform.rotation.y <= 135f)
        {
            direction = faceDirection.right;
        }
        else if (face.transform.rotation.y > 135f || face.transform.rotation.y <= 225f)
        {
            direction = faceDirection.backward;
        }
        else
        {
            direction = faceDirection.left;
        }

        StartCoroutine(waiter(direction));
    }
Example #4
0
    public void RotateClockWise()
    {
        switch (myFaceDirection)
        {
        case faceDirection.Down:
            myFaceDirection = faceDirection.Left;
            break;

        case faceDirection.Left:
            myFaceDirection = faceDirection.Up;
            break;

        case faceDirection.Up:
            myFaceDirection = faceDirection.Right;
            break;

        case faceDirection.Right:
            myFaceDirection = faceDirection.Down;
            break;

        default:
            break;
        }
    }
    void Update()
    {
        if (isDead)
        {
            return;
        }
        if (Input.GetKeyUp(KeyCode.E))
        {
            animator.SetBool("isHacking", false);
        }

        if (Input.GetKey(KeyCode.E) && animator.GetBool("isHacking"))
        {
            return;
        }

        //float xInput = Input.GetAxis("Horizontal");
        //float yInput = Input.GetAxis("Vertical");
        //animator.SetFloat("Speed", Mathf.Abs(xInput+yInput));
        Vector2 positionOnScreen = Camera.main.WorldToViewportPoint(transform.position);
        Vector2 mouseOnScreen    = (Vector2)Camera.main.ScreenToViewportPoint(Input.mousePosition);
        float   angle            = GetAngle(positionOnScreen, mouseOnScreen);

        Vector3 direction = new Vector3();


        if (Input.GetKey(KeyCode.A)) // left
        {
            direction += Vector3.left * speed * Time.deltaTime;
            currentDir = faceDirection.Left;
        }
        if (Input.GetKey(KeyCode.D)) // right
        {
            direction += Vector3.right * speed * Time.deltaTime;
            currentDir = faceDirection.Right;
        }
        if (Input.GetKey(KeyCode.W)) // forward
        {
            var rotation = Quaternion.Euler(new Vector3(0f, 0f, angle + 90));
            direction += rotation * Vector3.up * speed * Time.deltaTime;
            currentDir = faceDirection.Up;
        }


        if (Input.GetKey(KeyCode.S)) // backward
        {
            direction += Vector3.down * speed * Time.deltaTime;
            currentDir = faceDirection.Down;
        }
        direction.x = Mathf.Clamp(direction.x, -1 * speed * Time.deltaTime, 1 * speed * Time.deltaTime);
        direction.y = Mathf.Clamp(direction.y, -1 * speed * Time.deltaTime, 1 * speed * Time.deltaTime);
        Debug.Log(direction.y);
        transform.position += direction;

        if (direction.x != 0 || direction.y != 0)
        {
            animator.SetBool("isMoving", true);
        }
        else
        {
            animator.SetBool("isMoving", false);
        }
    }