Esempio n. 1
0
 public void HighlightSpeed(ESpeeds index)
 {
     // hihlight the speed that matches the current speed
     speedTexts[prevIndex].color  = deselectedColor;
     speedTexts[(int)index].color = highlightedColor;
     prevIndex = (int)index;
 }
Esempio n. 2
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 private void SetSpeed(ESpeeds index)
 {
     // rotate to position
     //Quaternion rotation = speedPointer.transform.localRotation;
     //speedPointer.transform.localRotation = Quaternion.Euler(rotation.eulerAngles.x, rotation.eulerAngles.y, rotations[(int)index]);
     //Debug.Log($"Setting rotation from {speedPointer.transform.localRotation} to { speedPointer.transform.localRotation}");
     speedPointer.GetComponent <RotationZTween>().TweenRotation(rotations[(int)index]);
 }
Esempio n. 3
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 // Update is called once per frame
 void Update()
 {
     if (prevSpeed != playerFlightControls.currentSpeedSetting)
     {
         SetSpeed(playerFlightControls.currentSpeedSetting);
         speedText.HighlightSpeed(playerFlightControls.currentSpeedSetting);
         prevSpeed = playerFlightControls.currentSpeedSetting;
     }
 }
Esempio n. 4
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    // Start is called before the first frame update
    void Start()
    {
        playerFlyingComponent = this.GetComponent <Flying>();
        playerFlightControls  = this.GetComponentInChildren <PlayerFlightControls>();

        prevSpeed = playerFlightControls.currentSpeedSetting;
        SetSpeed(prevSpeed);

        speedText = this.GetComponent <HgihlightSpeed>();
        speedText.HighlightSpeed(prevSpeed);
    }
Esempio n. 5
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    // Start is called before the first frame update
    void Start()
    {
        playerFlyingComponent = this.GetComponent <Flying>();
        playerFlightControls  = this.GetComponentInChildren <PlayerFlightControls>();

        speedSlider.maxValue = playerFlightControls.presetSpeeds[playerFlightControls.presetSpeeds.Length - 1];
        speedSlider.minValue = playerFlightControls.presetSpeeds[0];
        speedSlider.value    = playerFlyingComponent.currentForwardSpeed;

        speedText.text = playerFlightControls.currentSpeedSetting.ToString(); //Mathf.RoundToInt(playerFlyingComponent.currentForwardSpeed) + " mph";
        prevSpeed      = playerFlightControls.currentSpeedSetting;
    }
Esempio n. 6
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    // Start is called before the first frame update
    void Start()
    {
        player = this.transform.parent;

        // set first density
        UpdateDensity(densities[(int)player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting]);
        prevAlt = player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting;

        // set first speed
        UpdateSpeed(speeds[(int)player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting]);
        prevSpeed = player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting;
    }
Esempio n. 7
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    // Update is called once per frame
    void Update()
    {
        // the speed fluctuates too much, check within a range
        if (playerFlyingComponent.desiredForwardSpeed - 2 > playerFlyingComponent.currentForwardSpeed || playerFlyingComponent.currentForwardSpeed > playerFlyingComponent.desiredForwardSpeed + 2)
        {
            speedSlider.value = playerFlyingComponent.currentForwardSpeed;
        }

        if (prevSpeed != playerFlightControls.currentSpeedSetting)
        {
            speedText.text = playerFlightControls.currentSpeedSetting.ToString();
            prevSpeed      = playerFlightControls.currentSpeedSetting;
        }
    }
Esempio n. 8
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 public void CheckForSpeedChange()
 {
     if (Input.GetKeyDown(KeyCode.W))
     {
         if ((int)currentSpeedSetting < (int)ESpeeds.Fast)
         {
             currentSpeedSetting += 1;
         }
     }
     else if (Input.GetKeyDown(KeyCode.S))
     {
         if ((int)currentSpeedSetting > (int)ESpeeds.Slow)
         {
             currentSpeedSetting -= 1;
             //fly.SetDesSpeed(presetSpeeds[(int)currentSpeedSetting]);
         }
     }
     autoPilot.desiredSpeed = (presetSpeeds[(int)currentSpeedSetting]);
 }
Esempio n. 9
0
    // Update is called once per frame
    void FixedUpdate()
    {
        // change in alt
        if (player.GetChild(0).gameObject.active)
        {
            if (player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting != prevAlt)
            {
                UpdateCloudBoxDensity((int)player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting);
                prevAlt = player.GetComponentInChildren <PlayerFlightControls>().currentAltSetting;
            }

            // change in speed
            if (player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting != prevSpeed)
            {
                // figure out how to smooth this!
                UpdateCloudBoxSpeed((int)player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting);
                //UpdateSpeed(speeds[(int)player.GetComponentInChildren<PlayerFlightControls>().currentSpeedSetting]);
                prevSpeed = player.GetComponentInChildren <PlayerFlightControls>().currentSpeedSetting;
            }
        }
    }