//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Redefined Method: Update //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Update() { XboxInputHandler.UpdateInput(); if (XboxInputHandler.KeyTriggered(XboxInputHandler.Controls.DPad_Up)) { UICamera.selectedObject = GetUpperButton(); } else if (XboxInputHandler.KeyTriggered(XboxInputHandler.Controls.DPad_Down)) { UICamera.selectedObject = GetBelowButton(); } // If B is Pressed, NGUI Button Selection gets disabled. This Stops that. if (XboxInputHandler.KeyPressed(XboxInputHandler.Controls.B)) { UICamera.selectedObject = m_SelectedObject; } m_SelectedObject = UICamera.selectedObject; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Pause Input //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void UpdatePauseInput() { // Update Vignette Alpha m_UIObjects.VignetteObject.GetComponent <UISprite>().alpha = Mathf.Abs(Mathf.Cos(Time.realtimeSinceStartup * 0.8f)); if (m_PauseTrigger.Keys != null) { foreach (KeyCode Key in m_PauseTrigger.Keys) { if (Input.GetKey(Key)) { m_PauseTrigger.Paused = false; m_PauseTrigger.JoyAxis = null; m_PauseTrigger.Keys = null; Time.timeScale = 1.0f; GameHandler.SetPausedGame(false); GameHandler.SetDialogueBoxPaused(false); m_UIObjects.VignetteObject.GetComponent <UISprite>().alpha = 0.0f; return; } } } if (m_PauseTrigger.JoyAxis != null) { foreach (XboxInputHandler.Controls Axis in m_PauseTrigger.JoyAxis) { if (XboxInputHandler.KeyTriggered(Axis)) { m_PauseTrigger.Paused = false; m_PauseTrigger.JoyAxis = null; m_PauseTrigger.Keys = null; Time.timeScale = 1.0f; GameHandler.SetPausedGame(false); GameHandler.SetDialogueBoxPaused(false); m_UIObjects.VignetteObject.GetComponent <UISprite>().alpha = 0.0f; return; } } } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Has Pressed Pause? //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private bool PressedPause() { return(Input.GetKey(KeyCode.Escape) || Input.GetKey(KeyCode.P) || XboxInputHandler.KeyTriggered(XboxInputHandler.Controls.Start)); }
// Update is called once per frame void Update() { m_Velocity = new Vector3(0, 0, 0); MovePlayer(); GetInput(); RollShip(); //CameraFollow(); if (m_bIsShot) { m_fHitTimer += DynamicUpdateManager.GetDeltaTime(); } if (m_fHitTimer > m_fHitReset) { m_bIsShot = false; gameObject.GetComponent <Animator>().SetBool("PlayerHit", m_bIsShot); m_fHitTimer = 0; } if (m_bDead) { deathTimer += DynamicUpdateManager.GetDeltaTime(); } if (m_bBrainBugged) { m_fBBTimer += DynamicUpdateManager.GetDeltaTime(); if (m_fBBTimer > m_fBBResetTime) { SetBugged(false); } } if (Input.GetKey(KeyCode.Escape)) { GameHandler.Quit(); } if (m_fCollTimer > m_fCollReset) { gameObject.GetComponent <Collider>().enabled = true; } ///////////////////////////////////////////////////// //Controls the state of the rolling ship if (m_bRollingLeft || m_bRollingRight) { m_fRollTimer += DynamicUpdateManager.GetDeltaTime(); } if (m_fRollTimer > 0.5) { m_bRollingLeft = false; targetAim.m_bRollLeft = false; gameObject.GetComponent <Animator>().SetBool("RollingLeft", m_bRollingLeft); m_bRollingRight = false; targetAim.m_bRollRight = false; gameObject.GetComponent <Animator>().SetBool("RollingRight", m_bRollingRight); m_fRollTimer = 0f; m_fMoveMultipier = 0f; } //Rolls the ship left or right based on input if (Input.GetKey(KeyCode.Q)) { RollShipLeft(); } else if (Input.GetKey(KeyCode.E)) { RollShipRight(); } ////////////////////////////////////////////////////////////////////////// //Read the buttons used to pick up shooting a bullet or missile //Only shoots as fast as you can press ////////////////////////////////////////////////////////////////////////// if (Input.GetKeyDown(KeyCode.Space) || XboxInputHandler.KeyTriggered(m_aFireTriggerAxis)) { ShootBullet(); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Redefined Method: Start //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ void Start() { UICamera.selectedObject = m_CrewButton; XboxInputHandler.ResetInput(); }