void Update() { if(enable){ topSpeedForward = 3.0f; // top speed of forward topSpeedReverse = -2.0f; // top speed of reverse accelerationRate = 1.0f; // rate at which top movement speed is reached rotationRate = 20.0f; // rate at whitch top rotation speed is reached topRotationSpeedRight =6.0f; // top speed rotation right topRotationSpeedLeft =-6.0f; // mtop speed rotation left brakeRate = 0.005f; // rate at which speed is lost when not accelerating }else{ topSpeedForward = 0.0f; // top speed of forward topSpeedReverse = 0.0f; // top speed of reverse accelerationRate = 0.0f; // rate at which top movement speed is reached rotationRate = 0.0f; // rate at whitch top rotation speed is reached topRotationSpeedRight =0.0f; // top speed rotation right topRotationSpeedLeft =0.0f; // mtop speed rotation left brakeRate = 0.0f; // rate at which speed is lost when not accelerating currentMoveSpeed = 0.0f; // stores current move speed currentRotationSpeed = 0.0f; } if(freeze){ //start timer for defrosting FrozenTimer(); } if(isControllable){ //As long as the joystick has been moved in x or y if(moveJoystick.position.y >0.5 || Input.GetKey(KeyCode.UpArrow)){ //FORWARD Acceleration("forward"); _characterState = AnimationsState.Forward; if(moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)){ //FORWARD LEFT Rotation("left"); }else if(moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)){ //FORWARD RIGHT Rotation("right"); } }else if(moveJoystick.position.y <-0.5 || Input.GetKey(KeyCode.DownArrow)){ //BACKWARD Acceleration("reverse"); _characterState = AnimationsState.Forward; if(moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)){ //BACKWARD LEFT Rotation("left"); }else if(moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)){ //BACKWARD RIGHT Rotation("right"); } }else if(moveJoystick.position.x >0.5 || Input.GetKey(KeyCode.RightArrow)){ //RIGHT _characterState = AnimationsState.Right; Rotation("right"); }else if(moveJoystick.position.x <-0.5 || Input.GetKey(KeyCode.LeftArrow)){ //LEFT _characterState = AnimationsState.Left; Rotation("left"); }else{ //IDLE if(LifeScript.dead){ _characterState = AnimationsState.Dead; OnEndGame(); }else{ if(ShootScript.FireBtn){ _characterState = AnimationsState.Shoot; }else{ _characterState = AnimationsState.Idle; } } } var pos = Tracking.transform.localPosition; pos.z = Mathf.Clamp(moveSlider.distanceSlider,3.0f,35.0f); Tracking.transform.localPosition=pos; } switch(_characterState){ case AnimationsState.Idle: anim.idle(); anim.shoot(false); break; case AnimationsState.Forward: anim.fwd(true); break; case AnimationsState.Backward: anim.bwd(true); break; case AnimationsState.Left: anim.left(true); break; case AnimationsState.Right: anim.right(true); break; case AnimationsState.Shoot: anim.shoot(true); break; case AnimationsState.Dead: anim.dead(); break; } }
void Update() { if(isControllable){ //As long as the joystick has been moved in x or y if(moveJoystick.position.y >0.5 || Input.GetKey(KeyCode.UpArrow)){ //FORWARD Acceleration("forward"); _characterState = AnimationsState.Forward; if(moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)){ //FORWARD LEFT Rotation("left"); }else if(moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)){ //FORWARD RIGHT Rotation("right"); } }else if(moveJoystick.position.y <-0.5 || Input.GetKey(KeyCode.DownArrow)){ //BACKWARD Acceleration("reverse"); _characterState = AnimationsState.Backward; if(moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)){ //BACKWARD LEFT Rotation("left"); }else if(moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)){ //BACKWARD RIGHT Rotation("right"); } }else if(moveJoystick.position.x >0.5 || Input.GetKey(KeyCode.RightArrow)){ //RIGHT _characterState = AnimationsState.Right; Rotation("right"); }else if(moveJoystick.position.x <-0.5 || Input.GetKey(KeyCode.LeftArrow)){ //LEFT _characterState = AnimationsState.Left; Rotation("left"); }else{ //IDLE if(FireSingle.FireBtn){ _characterState = AnimationsState.Shoot; }else{ _characterState = AnimationsState.Idle; } } var pos = Tracking.transform.localPosition; pos.z = Mathf.Clamp(moveSlider.distanceSlider,3.0f,35.0f); Tracking.transform.localPosition=pos; } switch(_characterState){ case AnimationsState.Idle: anim.idle(); anim.shoot(false); break; case AnimationsState.Forward: anim.fwd(true); break; case AnimationsState.Backward: anim.bwd(true); break; case AnimationsState.Left: anim.left(true); break; case AnimationsState.Right: anim.right(true); break; case AnimationsState.Shoot: anim.shoot(true); break; } }
void Update() { if (enable) { topSpeedForward = 3.0f; // top speed of forward topSpeedReverse = -2.0f; // top speed of reverse accelerationRate = 1.0f; // rate at which top movement speed is reached rotationRate = 20.0f; // rate at whitch top rotation speed is reached topRotationSpeedRight = 6.0f; // top speed rotation right topRotationSpeedLeft = -6.0f; // mtop speed rotation left brakeRate = 0.005f; // rate at which speed is lost when not accelerating } else { topSpeedForward = 0.0f; // top speed of forward topSpeedReverse = 0.0f; // top speed of reverse accelerationRate = 0.0f; // rate at which top movement speed is reached rotationRate = 0.0f; // rate at whitch top rotation speed is reached topRotationSpeedRight = 0.0f; // top speed rotation right topRotationSpeedLeft = 0.0f; // mtop speed rotation left brakeRate = 0.0f; // rate at which speed is lost when not accelerating currentMoveSpeed = 0.0f; // stores current move speed currentRotationSpeed = 0.0f; } if (freeze) { //start timer for defrosting FrozenTimer(); } if (isControllable) { //As long as the joystick has been moved in x or y if (moveJoystick.position.y > 0.5 || Input.GetKey(KeyCode.UpArrow)) { //FORWARD Acceleration("forward"); _characterState = AnimationsState.Forward; if (moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)) { //FORWARD LEFT Rotation("left"); } else if (moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)) { //FORWARD RIGHT Rotation("right"); } } else if (moveJoystick.position.y < -0.5 || Input.GetKey(KeyCode.DownArrow)) { //BACKWARD Acceleration("reverse"); _characterState = AnimationsState.Forward; if (moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)) { //BACKWARD LEFT Rotation("left"); } else if (moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)) { //BACKWARD RIGHT Rotation("right"); } } else if (moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)) { //RIGHT _characterState = AnimationsState.Right; Rotation("right"); } else if (moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)) { //LEFT _characterState = AnimationsState.Left; Rotation("left"); } else { //IDLE if (LifeScript.dead) { _characterState = AnimationsState.Dead; OnEndGame(); } else { if (ShootScript.FireBtn) { _characterState = AnimationsState.Shoot; } else { _characterState = AnimationsState.Idle; } } } var pos = Tracking.transform.localPosition; pos.z = Mathf.Clamp(moveSlider.distanceSlider, 3.0f, 35.0f); Tracking.transform.localPosition = pos; } switch (_characterState) { case AnimationsState.Idle: anim.idle(); anim.shoot(false); break; case AnimationsState.Forward: anim.fwd(true); break; case AnimationsState.Backward: anim.bwd(true); break; case AnimationsState.Left: anim.left(true); break; case AnimationsState.Right: anim.right(true); break; case AnimationsState.Shoot: anim.shoot(true); break; case AnimationsState.Dead: anim.dead(); break; } }
void Update() { if (isControllable) { //As long as the joystick has been moved in x or y if (moveJoystick.position.y > 0.5 || Input.GetKey(KeyCode.UpArrow)) { //FORWARD Acceleration("forward"); _characterState = AnimationsState.Forward; if (moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)) { //FORWARD LEFT Rotation("left"); } else if (moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)) { //FORWARD RIGHT Rotation("right"); } } else if (moveJoystick.position.y < -0.5 || Input.GetKey(KeyCode.DownArrow)) { //BACKWARD Acceleration("reverse"); _characterState = AnimationsState.Backward; if (moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)) { //BACKWARD LEFT Rotation("left"); } else if (moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)) { //BACKWARD RIGHT Rotation("right"); } } else if (moveJoystick.position.x > 0.5 || Input.GetKey(KeyCode.RightArrow)) { //RIGHT _characterState = AnimationsState.Right; Rotation("right"); } else if (moveJoystick.position.x < -0.5 || Input.GetKey(KeyCode.LeftArrow)) { //LEFT _characterState = AnimationsState.Left; Rotation("left"); } else { //IDLE if (FireSingle.FireBtn) { _characterState = AnimationsState.Shoot; } else { _characterState = AnimationsState.Idle; } } var pos = Tracking.transform.localPosition; pos.z = Mathf.Clamp(moveSlider.distanceSlider, 3.0f, 35.0f); Tracking.transform.localPosition = pos; } switch (_characterState) { case AnimationsState.Idle: anim.idle(); anim.shoot(false); break; case AnimationsState.Forward: anim.fwd(true); break; case AnimationsState.Backward: anim.bwd(true); break; case AnimationsState.Left: anim.left(true); break; case AnimationsState.Right: anim.right(true); break; case AnimationsState.Shoot: anim.shoot(true); break; } }