/*public void PrePolpulate(){ * for (var i = 0; i < poolSize; i++){ * var clone = CreateInstance("blue_red"); * clone.SetActive(false); * } * }*/ public GameObject NextObject(WeaponColor color) { var pool = pool_colorA; if (color == WeaponColor.colorA) { pool = pool_colorA; } else if (color == WeaponColor.colorC) { pool = pool_colorB; } else if (color == WeaponColor.colorB) { pool = pool_colorC; } foreach (var instance in pool) { if (instance.activeSelf != true) { return(instance); } } return(CreateInstance(color)); }
private GameObject CreateInstance(WeaponColor color) { int index = 0; if (color == WeaponColor.colorA) { index = 0; } else if (color == WeaponColor.colorC) { index = 1; } else if (color == WeaponColor.colorB) { index = 2; } var clone = Instantiate(instances [index]) as GameObject; clone.SetActive(false); clone.transform.position = Vector2.zero; if (index == 0) { pool_colorA.Add(clone); } else if (index == 1) { pool_colorB.Add(clone); } else if (index == 2) { pool_colorC.Add(clone); } return(clone); }
public Weapon(string name, int might, int range, WeaponColor color, DamageType damageType, Point iconIndex) { this.name = name; this.might = might; this.range = range; this.color = color; this.damageType = damageType; this.iconIndex = iconIndex; }
protected string GetColor(WeaponColor color) { switch (color) { case WeaponColor.blue: return("B-"); case WeaponColor.lightblue: return("LB-"); case WeaponColor.red: return("R-"); default: return("G-"); } }
/*public void PrePolpulate(){ for (var i = 0; i < poolSize; i++){ var clone = CreateInstance("blue_red"); clone.SetActive(false); } }*/ public GameObject NextObject(WeaponColor color) { var pool = pool_colorA; if (color == WeaponColor.colorA) { pool = pool_colorA; }else if (color == WeaponColor.colorC){ pool = pool_colorB; }else if (color == WeaponColor.colorB) { pool = pool_colorC; } foreach (var instance in pool) { if(instance.activeSelf != true){ return instance; } } return CreateInstance(color); }
private GameObject CreateInstance(WeaponColor color) { int index = 0; if (color == WeaponColor.colorA) { index = 0; }else if (color == WeaponColor.colorC){ index = 1; }else if (color == WeaponColor.colorB) { index = 2; } var clone = Instantiate (instances [index]) as GameObject; clone.SetActive(false); clone.transform.position = Vector2.zero; if (index == 0) { pool_colorA.Add(clone); }else if (index == 1){ pool_colorB.Add(clone); }else if (index == 2){ pool_colorC.Add(clone); } return clone; }
public override string ToString() { return(WeaponColor.ToString() + " " + WeaponArm.ToString()); }
// Update is called once per frame void Update() { hAxis = Input.GetAxis("Horizontal"); vAxis = Input.GetAxis("Vertical"); //Moving Player if (hAxis != 0) { //transform.position = new Vector2(transform.position.x + (moveSpeed*Time.deltaTime) * hAxis, transform.position.y); if (hAxis < -0.7) { trigger1_pressed = true; if (!rotating) { Debug.Log("left rotation"); StopAllCoroutines(); StartCoroutine(rotateTriangle(120)); energyBar.IncreaseEnergy(0.2f); switch (head) { case WeaponColor.colorA: head = WeaponColor.colorC; break; case WeaponColor.colorB: head = WeaponColor.colorA; break; case WeaponColor.colorC: head = WeaponColor.colorB; break; default: break; } } } else if (hAxis > 0.7) { trigger2_pressed = true; if (!rotating) { Debug.Log("rigth rotation"); StopAllCoroutines(); StartCoroutine(rotateTriangle(-120)); energyBar.IncreaseEnergy(0.2f); switch (head) { case WeaponColor.colorA: head = WeaponColor.colorB; break; case WeaponColor.colorB: head = WeaponColor.colorC; break; case WeaponColor.colorC: head = WeaponColor.colorA; break; default: break; } } } else { trigger1_pressed = false; trigger2_pressed = false; } } else { } if (vAxis != 0) { transform.position = new Vector2(transform.position.x, transform.position.y + (moveSpeed * Time.deltaTime) * vAxis); } if ((vAxis != 0) & !Input.GetButton("Fire1") || (hAxis != 0) & !Input.GetButton("Fire1")) { energyBar.IncreaseEnergy(0.003f); } /* //Turning Player if ((Input.GetAxis("Left Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger1_pressed) { Debug.Log(Input.GetAxis("Left Trigger")); trigger1_pressed = true; if (!rotating) { Debug.Log("left rotation"); StopAllCoroutines(); StartCoroutine(rotateTriangle(120)); energyBar.IncreaseEnergy(0.2f); switch (head) { case WeaponColor.colorA: head = WeaponColor.colorC; break; case WeaponColor.colorB: head = WeaponColor.colorA; break; case WeaponColor.colorC: head = WeaponColor.colorB; break; default: break; } } } else if (Input.GetAxis("Left Trigger") > -0.1){ trigger1_pressed = false; } if ((Input.GetAxis("Right Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger2_pressed) { Debug.Log(Input.GetAxis("Right Trigger")); trigger2_pressed = true; if (!rotating) { Debug.Log("rigth rotation"); StopAllCoroutines(); StartCoroutine(rotateTriangle(-120)); energyBar.IncreaseEnergy(0.2f); switch (head) { case WeaponColor.colorA: head = WeaponColor.colorB; break; case WeaponColor.colorB: head = WeaponColor.colorC; break; case WeaponColor.colorC: head = WeaponColor.colorA; break; default: break; } } } else if (Input.GetAxis("Right Trigger") > -0.1) { trigger2_pressed = false; } */ //Shooting with space if (Input.GetButton ("Fire1") && (!Input.GetKey (KeyCode.Z) || !Input.GetKey (KeyCode.C))) { if (!shooting && actualAmmo > 0){ if (Time.time - lastfired > 1 / fireRate) { lastfired = Time.time; var bullet = pool.NextObject (head); shooting = true; bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y); bullet.SetActive (true); ammoGUI.ReduceAmmoCountGUI(1); } } } else { shooting = false; } //Fast Shoot if (Input.GetButtonDown ("Fire1")) { if (!shooting && actualAmmo > 0){ var bullet = pool.NextObject (head); shooting = true; bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y); bullet.SetActive(true); ammoGUI.ReduceAmmoCountGUI(1); } } else { shooting = false; } //Restart Game if (Input.GetButtonDown("Submit")) { Application.LoadLevel(Application.loadedLevel); } if (energyBar.GetEnergyValue() == 1) { actualAmmo = ammoCount; energyBar.SetEnergyValue(0); ammoGUI.SetAmmoGUICount(ammoCount); } }
// Update is called once per frame void Update() { hAxis = Input.GetAxis("Horizontal"); vAxis = Input.GetAxis("Vertical"); //Moving Player if (hAxis != 0) { //transform.position = new Vector2(transform.position.x + (moveSpeed*Time.deltaTime) * hAxis, transform.position.y); if (hAxis < -0.7) { trigger1_pressed = true; if (!rotating) { Debug.Log("left rotation"); StopAllCoroutines(); StartCoroutine(rotateTriangle(120)); energyBar.IncreaseEnergy(0.2f); switch (head) { case WeaponColor.colorA: head = WeaponColor.colorC; break; case WeaponColor.colorB: head = WeaponColor.colorA; break; case WeaponColor.colorC: head = WeaponColor.colorB; break; default: break; } } } else if (hAxis > 0.7) { trigger2_pressed = true; if (!rotating) { Debug.Log("rigth rotation"); StopAllCoroutines(); StartCoroutine(rotateTriangle(-120)); energyBar.IncreaseEnergy(0.2f); switch (head) { case WeaponColor.colorA: head = WeaponColor.colorB; break; case WeaponColor.colorB: head = WeaponColor.colorC; break; case WeaponColor.colorC: head = WeaponColor.colorA; break; default: break; } } } else { trigger1_pressed = false; trigger2_pressed = false; } } else { } if (vAxis != 0) { transform.position = new Vector2(transform.position.x, transform.position.y + (moveSpeed * Time.deltaTime) * vAxis); } if ((vAxis != 0) & !Input.GetButton("Fire1") || (hAxis != 0) & !Input.GetButton("Fire1")) { energyBar.IncreaseEnergy(0.003f); } /* * //Turning Player * if ((Input.GetAxis("Left Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger1_pressed) * { * Debug.Log(Input.GetAxis("Left Trigger")); * trigger1_pressed = true; * if (!rotating) * { * Debug.Log("left rotation"); * StopAllCoroutines(); * StartCoroutine(rotateTriangle(120)); * energyBar.IncreaseEnergy(0.2f); * switch (head) * { * case WeaponColor.colorA: * head = WeaponColor.colorC; * break; * case WeaponColor.colorB: * head = WeaponColor.colorA; * break; * case WeaponColor.colorC: * head = WeaponColor.colorB; * break; * default: * break; * } * } * * } * else if (Input.GetAxis("Left Trigger") > -0.1){ * trigger1_pressed = false; * } * * * * if ((Input.GetAxis("Right Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger2_pressed) * { * Debug.Log(Input.GetAxis("Right Trigger")); * trigger2_pressed = true; * if (!rotating) * { * Debug.Log("rigth rotation"); * StopAllCoroutines(); * StartCoroutine(rotateTriangle(-120)); * energyBar.IncreaseEnergy(0.2f); * switch (head) * { * case WeaponColor.colorA: * head = WeaponColor.colorB; * break; * case WeaponColor.colorB: * head = WeaponColor.colorC; * break; * case WeaponColor.colorC: * head = WeaponColor.colorA; * break; * default: * break; * } * } * * } * else if (Input.GetAxis("Right Trigger") > -0.1) * { * trigger2_pressed = false; * } */ //Shooting with space if (Input.GetButton("Fire1") && (!Input.GetKey(KeyCode.Z) || !Input.GetKey(KeyCode.C))) { if (!shooting && actualAmmo > 0) { if (Time.time - lastfired > 1 / fireRate) { lastfired = Time.time; var bullet = pool.NextObject(head); shooting = true; bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y); bullet.SetActive(true); ammoGUI.ReduceAmmoCountGUI(1); } } } else { shooting = false; } //Fast Shoot if (Input.GetButtonDown("Fire1")) { if (!shooting && actualAmmo > 0) { var bullet = pool.NextObject(head); shooting = true; bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y); bullet.SetActive(true); ammoGUI.ReduceAmmoCountGUI(1); } } else { shooting = false; } //Restart Game if (Input.GetButtonDown("Submit")) { Application.LoadLevel(Application.loadedLevel); } if (energyBar.GetEnergyValue() == 1) { actualAmmo = ammoCount; energyBar.SetEnergyValue(0); ammoGUI.SetAmmoGUICount(ammoCount); } }