public void Start() { playerObject = gameObject; // This script is loaded as a component of the Player playerTransform = playerObject.transform; cameraTransform = Camera.main.transform; // The main camera, inside the Player ui.yaw = playerTransform.eulerAngles.y; Cursor.lockState = CursorLockMode.Locked; // grab mouse Debug.Log("Started Pc Controls"); // WASD move the player around SetMove(KeyCode.W, new Vector3(1, 0, 0)); SetMove(KeyCode.S, new Vector3(-1, 0, 0)); SetMove(KeyCode.A, new Vector3(0, 0, 1)); SetMove(KeyCode.D, new Vector3(0, 0, -1)); // + and - scale the player up and down SetMove(KeyCode.Plus, new Vector3(0, +1, 0)); SetMove(KeyCode.Equals, new Vector3(0, +1, 0)); SetMove(KeyCode.Minus, new Vector3(0, -1, 0)); SetMove(KeyCode.Underscore, new Vector3(0, -1, 0)); currentVehicle = new WalkingMotionScheme(this); vehicleStack = new Stack <IVehicleMotionScheme>(); }
public void PopVehicle() { if (vehicleStack.Count > 0) { currentVehicle = vehicleStack.Pop(); } }
public void PushVehicle(IVehicleMotionScheme newVehicle) { vehicleStack.Push(currentVehicle); currentVehicle = newVehicle; }
public void PushVehicle(IVehicleMotionScheme newVehicle) { vehicleStack.Push(currentVehicle); currentVehicle = newVehicle; ui.yaw = 0.0f; // face forward in vehicle }