Exemple #1
0
    private void InputHandler()
    {
        switch (input)
        {
        case InputScheme.WASD:
            if (Input.GetKey(KeyCode.W))
            {
                motor.Move(data.moveSpeed);
            }
            else if (Input.GetKey(KeyCode.S))
            {
                motor.Move(data.backwardMoveSpeed * -1);
            }
            else
            {
                motor.Move(0);
            }

            if (Input.GetKey(KeyCode.D))
            {
                motor.Rotate(data.rotateSpeed);
            }
            else if (Input.GetKey(KeyCode.A))
            {
                motor.Rotate(data.rotateSpeed * -1);
            }
            else
            {
                motor.Rotate(0);
            }

            if (Input.GetKeyDown(KeyCode.Space))
            {
                motor.Fire();
            }
            break;

        case InputScheme.arrowKeys:
            if (Input.GetKey(KeyCode.UpArrow))
            {
                motor.Move(data.moveSpeed);
            }
            else if (Input.GetKey(KeyCode.DownArrow))
            {
                motor.Move(data.backwardMoveSpeed * -1);
            }
            else
            {
                motor.Move(0);
            }

            if (Input.GetKey(KeyCode.RightArrow))
            {
                motor.Rotate(data.rotateSpeed);
            }
            else if (Input.GetKey(KeyCode.LeftArrow))
            {
                motor.Rotate(data.rotateSpeed * -1);
            }
            else
            {
                motor.Rotate(0);
            }

            if (Input.GetKeyDown(KeyCode.Keypad0))
            {
                motor.Fire();
            }
            break;

        default:
            Debug.LogError("[InputManager]: Undefined Input Scheme");
            break;
        }
    }
Exemple #2
0
 void Search()
 {
     motor.Rotate(data.turnSpeed);
 }
    // Update is called once per frame
    void Update()
    {
        //if the player can shoot then it will get the key of space and shootbut if can shoot is false then it will wait to fire
        if (canShoot)
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                // Shoot
                shooter.Shoot();
                canShoot          = false;
                timeUntilCanShoot = data.fireRate;
            }
        }
        //if you are wait if it shoots the time until shoot will subtract from the time till you can unless you can shoot
        // Determine if the player can shoot again yet.
        if (timeUntilCanShoot > 0)
        {
            timeUntilCanShoot -= Time.deltaTime;
        }
        else
        {
            canShoot = true;
        }

        switch (input)
        {
        case InputScheme.arrowKeys:
            if (Input.GetKey(KeyCode.UpArrow))
            {
                motor.Move(data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                motor.Move(-data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.RightArrow))
            {
                motor.Rotate(data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                motor.Rotate(-data.rotateSpeed);
            }
            break;

        case InputScheme.WASD:
            if (Input.GetKey(KeyCode.W))
            {
                motor.Move(data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.S))
            {
                motor.Move(-data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.D))
            {
                motor.Rotate(data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.A))
            {
                motor.Rotate(-data.rotateSpeed);
            }

            break;
        }
    }
Exemple #4
0
    // Update is called once per frame
    void Update()
    {
        //Switches from arrow keys or WASD depending on the inspector's choice
        switch (input)
        {
        //Control scheme for the arrow keys
        case InputScheme.arrowKeys:
            if (Input.GetKey(KeyCode.UpArrow))
            {
                motor.Move(data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                motor.Move(-data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.RightArrow))
            {
                motor.Rotate(data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                motor.Rotate(-data.rotateSpeed);
            }
            break;

        //Control scheme for WASD
        case InputScheme.WASD:
            if (Input.GetKey(KeyCode.W))
            {
                motor.Move(data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.S))
            {
                motor.Move(-data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.D))
            {
                motor.Rotate(data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.A))
            {
                motor.Rotate(-data.rotateSpeed);
            }
            break;
        }



        //If the tank is able to shoot...
        if (canShoot)
        {
            //If the player presses space...
            if (Input.GetKeyDown(KeyCode.Space))
            {
                //Shooting
                shooter.Shoot();
                //Cooldown time
                canShoot          = false;
                timeUntilCanShoot = data.fireRate;
            }
        }

        //Cooldown
        if (timeUntilCanShoot > 0)
        {
            timeUntilCanShoot -= Time.deltaTime;
        }
        else
        {
            canShoot = true;
        }
    }
Exemple #5
0
    // Update is called once per frame
    void Update()
    {
        if (canShoot)
        {
            if (Input.GetKeyDown(KeyCode.Space))
            {
                // Shoot
                shooter.Shoot();
                canShoot          = false;
                timeUntilCanShoot = data.fireRate;
            }
        }

        // Determine if the player can shoot again yet.
        if (timeUntilCanShoot > 0)
        {
            timeUntilCanShoot -= Time.deltaTime;
        }
        else
        {
            canShoot = true;
        }

        switch (input)
        {
        case InputScheme.arrowKeys:
            if (Input.GetKey(KeyCode.UpArrow))
            {
                motor.Move(data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                motor.Move(-data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.RightArrow))
            {
                motor.Rotate(data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                motor.Rotate(-data.rotateSpeed);
            }
            break;

        case InputScheme.WASD:
            if (Input.GetKey(KeyCode.W))
            {
                motor.Move(data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.S))
            {
                motor.Move(-data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.D))
            {
                motor.Rotate(data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.A))
            {
                motor.Rotate(-data.rotateSpeed);
            }

            break;
        }
    }
 public void turnToAvoid()
 {
     motor.Rotate(data.rotateSpeed);
 }
 // Update is called once per frame
 void Update()
 {
     motor.Move(data.moveSpeed);
     motor.Rotate(data.rotateSpeed);
 }
Exemple #8
0
 // Update is called once per frame
 void Update()
 {
     motor.Move(1.0f);
     motor.Rotate(1.0f);
     gameObject.SendMessage("Shoot", SendMessageOptions.DontRequireReceiver);
 }
    private void Update()
    {
        switch (input)
        {
        case InputScheme.WASD:     //case for using WASD for player 1
            if (Input.GetKey(KeyCode.W))
            {
                motor.Move(data.moveForwardSpeed);
            }
            if (Input.GetKey(KeyCode.S))
            {
                motor.Move(-data.moveBackwardSpeed);
            }
            if (Input.GetKey(KeyCode.A))
            {
                motor.Rotate(-data.turnLeftSpeed);
            }
            if (Input.GetKey(KeyCode.D))
            {
                motor.Rotate(data.turnRightSpeed);
            }
            break;
        }

        switch (input)
        {
        case InputScheme.ArrowKeys:      //case for using arrows for player 2
            if (Input.GetKey(KeyCode.UpArrow))
            {
                motor.Move(data.moveForwardSpeed);
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                motor.Move(-data.moveBackwardSpeed);
            }
            if (Input.GetKey(KeyCode.RightArrow))
            {
                motor.Rotate(data.turnRightSpeed);
            }
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                motor.Rotate(-data.turnLeftSpeed);
            }
            break;
        }

        // Track the current state of the fire button and make decisions based on the current launch force.

        if (Time.time > data.fireRate)
        {
            if (firing.currentLaunchForce >= data.maxLaunchForce && !firing.fired)
            {
                // at max xharge not yet fired
                firing.currentLaunchForce = data.maxLaunchForce;
                firing.Fire();
            }
            else if (Input.GetButtonDown("Fire1"))
            {
                //has the button been pressed for the first time
                firing.fired = false;
                firing.currentLaunchForce = data.minLaunchForce; //sets back to minimum
            }
            else if (Input.GetButton("Fire1") && !firing.fired)
            {
                //holding the button
                firing.currentLaunchForce += firing.chargeSpeed * Time.deltaTime;  //increases force accordingly
            }
            else if (Input.GetButtonUp("Fire1") && !firing.fired)
            {
                //release the button
                firing.Fire();
            }
            firing.nextFire = Time.time + data.fireRate;
        }

        if (data.playerNumber == 2) //continuous shooting for player 2
        {
            if (Time.time > data.fireRate)
            {
                firing.nextFire = Time.time + data.fireRate;
                firing.Fire();
            }
        }
    }
Exemple #10
0
    // Update is called once per frame
    void Update()
    {
        switch (inputScheme)
        {
        case InputScheme.WASD:

            // Handling Movement
            if (Input.GetKey(KeyCode.W))
            {
                motor.Move(data.moveSpeed);
            }
            else if (Input.GetKey(KeyCode.S))
            {
                motor.Move(-data.moveSpeed);
            }
            else
            {
                motor.Move(0);
            }

            // Handling Rotation
            if (Input.GetKey(KeyCode.A))
            {
                motor.Rotate(-data.turnSpeed);
            }
            else if (Input.GetKey(KeyCode.D))
            {
                motor.Rotate(data.turnSpeed);
            }

            // Handle Shooting
            if (Input.GetKey(KeyCode.Space))
            {
                shooter.Shoot();
            }

            break;

        case InputScheme.arrowKeys:

            // Handling Movement
            if (Input.GetKey(KeyCode.UpArrow))
            {
                motor.Move(data.moveSpeed);
            }
            else if (Input.GetKey(KeyCode.DownArrow))
            {
                motor.Move(-data.moveSpeed);
            }
            else
            {
                motor.Move(0);
            }

            // Handling Rotation
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                motor.Rotate(-data.turnSpeed);
            }
            else if (Input.GetKey(KeyCode.RightArrow))
            {
                motor.Rotate(data.turnSpeed);
            }

            // Handle Shooting
            if (Input.GetKey(KeyCode.M))
            {
                shooter.Shoot();
            }

            break;

        default:
            Debug.LogError("[InputController] Input scheme not implemented.");

            break;
        }
    }
Exemple #11
0
    // Update is called once per frame
    void Update()
    {
        //Checking to see which input scheme we are using
        switch (input)
        {
        //If we are using the arrow keys
        case InputScheme.arrowKeys:
            //checking to see if the player pressed the up arrow
            if (Input.GetKey(KeyCode.UpArrow))
            {
                //moving the tank forward
                motor.Move(data.moveSpeed);
            }
            //Checking to see if the player pressed the down arrow
            else if (Input.GetKey(KeyCode.DownArrow))
            {
                //Moving the player backward
                motor.Move(-data.moveSpeed);
            }
            //Checking to see if the user pressed the left arrow
            else if (Input.GetKey(KeyCode.LeftArrow))
            {
                //Rotating the player to the left
                motor.Rotate(-data.rotateSpeed);
            }
            //Checking to see if the player pressed the right arrow
            else if (Input.GetKey(KeyCode.RightArrow))
            {
                //Rotating the player to the right
                motor.Rotate(data.rotateSpeed);
            }
            //If the player did not press anything
            else
            {
                //Do not move the player at all
                motor.Move(0);
            }
            break;

        case InputScheme.WASD:
            //Checking to see if the user pressed the W key
            if (Input.GetKey(KeyCode.W))
            {
                //Move the player forward
                motor.Move(data.moveSpeed);
            }
            //Checking to see if the user pressed the S Key
            else if (Input.GetKey(KeyCode.S))
            {
                //Move the player backward
                motor.Move(-data.moveSpeed);
            }
            //Checking to see if the user pressed the A key
            else if (Input.GetKey(KeyCode.A))
            {
                //Rotate the player to the left
                motor.Rotate(-data.rotateSpeed);
            }
            //Checking to see if the user pressed the D Key
            else if (Input.GetKey(KeyCode.D))
            {
                //Rotate the user to the right
                motor.Rotate(data.rotateSpeed);
            }
            //If the user did not press anything
            else
            {
                //Do not move the player at all
                motor.Move(0);
            }
            break;
        }
        //Subtracting real time from our timer value
        Timer -= Time.deltaTime;
        //If timer is less than one
        if (Timer < 1)
        {
            //Then the tank is able to shoot
            CanShoot = true;
            //Reset the timer for the delay between shots
            Timer = ShootDelay;
        }
        //If the player presses the spacebar
        if (Input.GetKeyDown(KeyCode.Space))
        {
            //if the player can shoot
            if (CanShoot)
            {
                //Shoot the bullet
                motor.Shoot(data.Bullet, data.FirePoint);
                //So we can shoot again once the timer hits zero
                CanShoot = false;
            }
        }
    }
 // Update is called once per frame
 void Update()
 {
     motor.Move(3);
     motor.Rotate(180);
 }
    void HandleInput()
    {
        switch (input)
        {
        case InputScheme.arrowKeys:

            //Handle Movement for the arrow keys
            if (Input.GetKey(KeyCode.UpArrow))
            {
                motor.Move(data.moveSpeed);
            }

            else if (Input.GetKey(KeyCode.DownArrow))
            {
                motor.Move(-data.moveSpeed);
            }

            else
            {
                motor.Move(0);
            }

            //Handle rotation for the arrow keys
            if (Input.GetKey(KeyCode.RightArrow))
            {
                motor.Rotate(data.rotateSpeed);
            }

            else if (Input.GetKey(KeyCode.LeftArrow))
            {
                motor.Rotate(-data.rotateSpeed);
            }

            else
            {
                motor.Move(0);
            }

            break;

        case InputScheme.WASD:

            //Handle movement for WASD
            if (Input.GetKey(KeyCode.W))
            {
                motor.Move(data.moveSpeed);
            }

            else if (Input.GetKey(KeyCode.S))
            {
                motor.Move(-data.moveSpeed);
            }

            else
            {
                motor.Move(0);
            }

            //Handle rotation for WASD
            if (Input.GetKey(KeyCode.D))
            {
                motor.Rotate(data.rotateSpeed);
            }

            else if (Input.GetKey(KeyCode.A))
            {
                motor.Rotate(-data.rotateSpeed);
            }

            else
            {
                motor.Move(0);
            }

            break;

        default:
            Debug.LogError("[InputManager] Undefined input scheme");
            break;
        }
    }
Exemple #14
0
    //Controls the two movement schemes implemented
    void HandleInputs()
    {
        switch (input)
        {
        //Player1 Movement set
        case inputScheme.WASD:
            if (Input.GetKey(KeyCode.W) && data.curFuel >= 0)
            {
                motor.Move(data.moveSpeedForward);
                isMoving = true;
            }
            else if (Input.GetKey(KeyCode.S) && data.curFuel >= 0)
            {
                motor.Move(-data.moveSpeedBack);
                isMoving = true;
            }
            else
            {
                motor.Move(0);
                isMoving = false;
            }

            if (Input.GetKey(KeyCode.D))
            {
                motor.Rotate(data.rotateSpeed);
            }
            else if (Input.GetKey(KeyCode.A))
            {
                motor.Rotate(-data.rotateSpeed);
            }
            else
            {
                motor.Rotate(0);
            }

            if (Input.GetKeyDown(KeyCode.Space))
            {
                shoot.ShootBullet();
            }

            if (Input.GetKeyDown(KeyCode.F))
            {
                health.Death();
            }

            break;

        //Player2 movement set
        case inputScheme.arrowKeys:
            if (Input.GetKey(KeyCode.UpArrow) && data.curFuel >= 0)
            {
                motor.Move(data.moveSpeedForward);
                isMoving = true;
            }
            else if (Input.GetKey(KeyCode.DownArrow) && data.curFuel >= 0)
            {
                motor.Move(-data.moveSpeedBack);
                isMoving = true;
            }
            else
            {
                motor.Move(0);
                isMoving = false;
            }

            if (Input.GetKey(KeyCode.RightArrow))
            {
                motor.Rotate(data.rotateSpeed);
            }
            else if (Input.GetKey(KeyCode.LeftArrow))
            {
                motor.Rotate(-data.rotateSpeed);
            }
            else
            {
                motor.Rotate(0);
            }

            if (Input.GetKeyDown(KeyCode.Mouse0))
            {
                shoot.ShootBullet();
            }

            if (Input.GetKeyDown(KeyCode.End))
            {
                health.Death();
            }

            break;

        //If no movement is selected
        default:
            Debug.LogError("Input Scheme not selected");
            break;
        }
    }
    //Run once per frame and check for user input
    void Update()
    {
        switch (input)
        {
        case InputScheme.WASD:
        {
            if (Input.GetKey(KeyCode.W))
            {
                motor.Move(data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.A))
            {
                motor.Rotate(-data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.S))
            {
                motor.Move(-data.reverseSpeed);
            }
            if (Input.GetKey(KeyCode.D))
            {
                motor.Rotate(data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.Space))
            {
                if (gun.isLoaded)
                {
                    gun.Fire();
                }
            }
        }
        break;

        case InputScheme.ArrowKeys:
        {
            if (Input.GetKey(KeyCode.UpArrow))
            {
                motor.Move(data.moveSpeed);
            }
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                motor.Rotate(-data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                motor.Move(-data.reverseSpeed);
            }
            if (Input.GetKey(KeyCode.RightArrow))
            {
                motor.Rotate(data.rotateSpeed);
            }
            if (Input.GetKey(KeyCode.RightControl))
            {
                if (gun.isLoaded)
                {
                    gun.Fire();
                }
            }
        }
        break;
        }
    }
Exemple #16
0
    // Update is called once per frame
    void Update()
    {
        if (GameManager.instance.multiplayer)
        {
            // get a target
            if (target == null)
            {
                targCheck  = GameObject.FindGameObjectWithTag("Player").transform;
                targCheck2 = GameObject.FindGameObjectWithTag("Player2").transform;
                if (Vector3.Distance(targCheck.position, tf.position) < Vector3.Distance(targCheck2.position, tf.position))
                {
                    target = GameObject.FindGameObjectWithTag("Player").transform;
                }
                else
                {
                    target = GameObject.FindGameObjectWithTag("Player2").transform;
                }
            }
        }
        else
        {
            // get a target
            if (target == null)
            {
                target = GameObject.FindGameObjectWithTag("Player").transform;
            }
        }
        if (aiSense == AISense.Patrol)
        {
            if (avoidanceStage != 0)
            {
                DoAvoidance();
            }
            else
            {
                if (motor.RotateTowards(waypoints[currentWaypoint].position, data.rotateSpeed))
                {
                    // Do nothing
                }
                else
                {
                    // can we move?
                    if (CanMove(2.0f))
                    {
                        motor.Move(1.0f);
                    }
                    else
                    {
                        avoidanceStage = 1;
                    }
                }

                // check distance to waypoint
                if (Vector3.SqrMagnitude(waypoints[currentWaypoint].position - tf.position) <= (closeEnough * closeEnough))
                {
                    // dont go outside the array
                    if (currentWaypoint < waypoints.Length - 1)
                    {
                        currentWaypoint++;
                    }
                    else
                    {
                        currentWaypoint = 0;
                    }
                }
            }
            // check for changes
            if (Vector3.Distance(target.position, tf.position) <= aiSenseRadius)
            {
                ChangeState(AISense.Listen);
            }
        }
        else if (aiSense == AISense.Listen)
        {
            // spin and look
            motor.Rotate(1.0f);

            // check for change
            if (CanSee())
            {
                ChangeState(AISense.Chase);
            }
            else if (Vector3.Distance(target.position, tf.position) > aiSenseRadius)
            {
                ChangeState(AISense.Patrol);
            }
        }
        else if (aiSense == AISense.Chase)
        {
            motor.RotateTowards(target.position, data.rotateSpeed);
            if (CanMove(2.0f))
            {
                motor.Move(1.0f);
            }
            else
            {
                avoidanceStage = 1;
            }
            gameObject.SendMessage("Shoot", SendMessageOptions.DontRequireReceiver);
            // check for change
            if (!CanSee())
            {
                ChangeState(AISense.Listen);
            }
        }
    }