// Update is called once per frame void Update() { // TODO: Call respawnable.Respawn (); if forward progress doesn't change // over some period of time. // TODO: Call vehicleController.FlipGravityDirection (); or rotate right // periodically. if (counter >= 0 && counter < 25) { vehicleController.MoveRight(); } else if (counter >= 25 && counter < 50) { vehicleController.MoveLeft(); } // For testing out the AI controller. if (counter == 40) { vehicleController.ApplyBrake(); } else if (counter == 45) { vehicleController.ReleaseBrake(); } else if (counter >= 50) { counter = 0; } counter++; }
// Update is called once per frame void Update() { // TODO: Should all of these be defined in InputManger in editor? if (Input.GetKeyDown("c")) { cameratized.NextCamera(); } if (Input.GetKeyDown("r")) { respawnable.Respawn(); } // Gravity controls if (Input.GetKeyDown("up")) { vehicleController.InvertGravity(); } else if (Input.GetKeyDown("right")) { vehicleController.ShiftGravityClockwise(); } else if (Input.GetKeyDown("left")) { vehicleController.ShiftGravityCounterClockwise(); } // Vehicle movement // TODO: Potentially use an axis input instead for a/d if (Input.GetKey("a")) { vehicleController.MoveLeft(); } else if (Input.GetKey("d")) { vehicleController.MoveRight(); } if (Input.GetKeyDown("s")) { vehicleController.ApplyBrake(); } else if (Input.GetKeyUp("s")) { vehicleController.ReleaseBrake(); } }