void ReadStates() { CustomInput customInput = CustomInput.Instance; this.ReadCameraInput(); m_ped.MouseScrollInput = Input.mouseScrollDelta; m_ped.IsAimOn = customInput.GetButton("RightClick"); m_ped.IsFireOn = customInput.GetButton("LeftClick"); m_ped.IsJumpOn = customInput.GetButton("Jump"); Vector3 inputMove = Vector3.zero; if (m_smoothMovement) { inputMove = new Vector3(customInput.GetAxis("Horizontal"), 0f, customInput.GetAxis("Vertical")); } else { inputMove = new Vector3(customInput.GetAxisRaw("Horizontal"), 0f, customInput.GetAxisRaw("Vertical")); } if (inputMove.sqrMagnitude > 0f) { inputMove.Normalize(); if (customInput.GetButton("Walk")) { m_ped.IsWalkOn = true; } else if (customInput.GetButton("Sprint")) { m_ped.IsSprintOn = true; } else { m_ped.IsRunOn = true; } } if (m_ped.Camera != null) { m_ped.Movement = m_ped.Camera.transform.TransformVector(inputMove).normalized; } else { m_ped.Movement = inputMove.normalized; } if (m_ped.Movement.sqrMagnitude > float.Epsilon) { // only assign heading if there is any movement - we don't want the heading to be zero vector m_ped.Heading = m_ped.Movement; } }
private void HandleFiring() { if (GameScript.instance.controllerState == GameScript.ControllerState.Player && GameScript.instance.isAlive && canFire && CustomInput.GetButton("Fire1")) { GameObject newBullet = Instantiate(this.laserBulletTemp); Rigidbody2D newBulletRigidBody = newBullet.GetComponent <Rigidbody2D>(); // Set position newBullet.transform.position = this.laserLocation.transform.position; // Set velocity and direction newBulletRigidBody.velocity = Vector2.up * laserBulletSpeed; if (isPower1Active) { GameObject rightBullet = Instantiate(this.laserBulletTemp, this.gunRight.transform.position, gunRight.transform.rotation); Rigidbody2D rightBulletRigidBody = rightBullet.GetComponent <Rigidbody2D>(); rightBulletRigidBody.velocity = gunRight.transform.rotation * Vector2.up * laserBulletSpeed; GameObject leftBullet = Instantiate(this.laserBulletTemp, this.gunLeft.transform.position, gunLeft.transform.rotation); Rigidbody2D leftBulletRigidBody = leftBullet.GetComponent <Rigidbody2D>(); leftBulletRigidBody.velocity = gunLeft.transform.rotation * Vector2.up * laserBulletSpeed; } Debug.Log(gunLeft.transform.rotation.eulerAngles.z); // Create a bullet sound if (this.laserBulletSound != null) { Instantiate(this.laserBulletSound); } StartCoroutine(DisableFire(1f / fireRatePerSeconds)); } }