Exemple #1
0
 public void Shoot()
 {
     //Debug.Log (this + ":Shoot:" + Time.time + ":" + nextShootTime);
     if (Time.time > nextShootTime)
     {
         //Debug.Log (" > ");
         lockOnTime    = 0;
         nextShootTime = Time.time + attackRate;
         PlayerBullet2 _scp = PoolManager.ins.Instantiate("EnemyBullet", trans.position, Quaternion.identity).GetComponent <PlayerBullet2>();
         _scp.InitFirst(spriteRenderer.flipX?0:1, 1f);
     }
 }
Exemple #2
0
    //-----------------------------------
    protected override void ComputeVelocity()
    {
        //Debug.Log (spriteRenderer.flipX);
        //--------------------------
        // Left - Right move > get
        //--------------------------
        if (btnJoystick.InputVector != Vector3.zero)
        {
            //Joystick
            move = btnJoystick.InputVector;
        }
        else
        {
            //Keyboard (move)
            move.Set(Input.GetAxis("Horizontal"), 0, 0);
        }


        //--------------------------
        // Jump,
        //--------------------------
        if ((uiBtnRight.GetJumpDown() || Input.GetButtonDown("Jump")) && grounded)
        {
            velocity.y = jumpTakeOffSpeed;
        }
        else if (uiBtnRight.GetJumpUp() || Input.GetButtonUp("Jump"))
        {
            if (velocity.y > 0)
            {
                velocity.y = velocity.y * 0.5f;
            }
        }

        //-------------------------------------------
        //Attack, Attack, Skill1,2
        //spawnDir [L 0] [R 1]
        //-------------------------------------------
        spawnDir = spriteRenderer.flipX ? 0 : 1;
        if ((uiBtnRight.GetAttackDown() || Input.GetKeyDown(KeyCode.P)) && Time.time > waitAttackTime)
        {
            waitAttackTime = Time.time + WAIT_ATTACK_TIME;
            PlayerBullet2 _scp = PoolManager.ins.Instantiate("PlayerBullet2", spawnPoint[spawnDir].position, spawnPoint[spawnDir].rotation).GetComponent <PlayerBullet2>();
            _scp.InitFirst(spawnDir, 1f);
        }

        if ((uiBtnRight.GetSkill1Down() || Input.GetKeyDown(KeyCode.I)) && Time.time > waitSkill1Time)
        {
            waitSkill1Time = Time.time + WAIT_SKILL1_TIME;
            PlayerBullet2 _scp = PoolManager.ins.Instantiate("PlayerBulletSkill1", spawnPoint[spawnDir].position, spawnPoint[spawnDir].rotation).GetComponent <PlayerBullet2>();
            _scp.InitFirst(spawnDir, 1f);
        }

        if ((uiBtnRight.GetSkill2Down() || Input.GetKeyDown(KeyCode.I)) && Time.time > waitSkill2Time)
        {
            waitSkill2Time = Time.time + WAIT_SKILL2_TIME;
            PlayerBullet2 _scp = PoolManager.ins.Instantiate("PlayerBulletSkill2", spawnPoint[spawnDir].position, spawnPoint[spawnDir].rotation).GetComponent <PlayerBullet2>();
            _scp.InitFirst(spawnDir, 1f);
        }

        //-------------------------------------------
        if (move.x > 0.01f)
        {
            //spawnDir = 1;
            if (spriteRenderer.flipX == true)
            {
                spriteRenderer.flipX = false;
                //spawnDir = 1;
            }
        }
        else if (move.x < -0.01f)
        {
            //spawnDir = 0;
            if (spriteRenderer.flipX == false)
            {
                spriteRenderer.flipX = true;
                //spawnDir = 0;
            }
        }

        animator.SetBool("grounded", grounded);
        animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);

        targetVelocity = move * maxSpeed;
    }