Exemple #1
0
        /// <summary>
        /// If input signal is broadcast, check for movement actions
        /// </summary>
        /// <param name="signal"></param>
        /// <returns></returns>
        private bool OnInputSignal(InputSignal signal)
        {
            if ((signal.action & (int)Action.TurnLeft) == (int)Action.TurnLeft)
            {
                _angle += turnSpeed * Time.deltaTime;
                SetRotation();
            }

            if ((signal.action & (int)Action.TurnRight) == (int)Action.TurnRight)
            {
                _angle -= turnSpeed * Time.deltaTime;
                SetRotation();
            }

            if ((signal.action & (int)Action.Thrust) == (int)Action.Thrust)
            {
                _thrust = maxThrust;
                _thrustEmission.enabled = true;

                if (!thrustSound.isPlaying)
                {
                    thrustSound.Play();
                }
            }

            if ((signal.action & (int)Action.CeaseThrust) == (int)Action.CeaseThrust)
            {
                _thrustEmission.enabled = false;
            }

            return(true);
        }
Exemple #2
0
        /// <summary>
        /// When the input signal is broadcast, check to see if it includes a fire action.
        /// If so, instantiate the blaster at the ship's gun position
        /// </summary>
        /// <param name="signal"></param>
        /// <returns></returns>
        private bool OnInputSignal(InputSignal signal)
        {
            if ((signal.action & (int)Action.Fire) == (int)Action.Fire)
            {
                // get the ship's gun position by broadcasting a request for it
                List <SignalResponse <GetShipGunResponse> > responses;
                if (Signaler.Instance.Broadcast <GetShipGunRequest, GetShipGunResponse>(this, out responses) > 0)
                {
                    // the ship acknowleged the broadcast and sent a response back.
                    // use the response to set the position and orientation of the blaster.
                    GameObject.Instantiate(blasterPrefab, responses[0].response.position, responses[0].response.orientation, this.transform);
                }
            }

            return(true);
        }