private void BasicControlAssign() { moveX = 0; moveY = 0; if (Input.GetKey(KeyCode.W) || VirtualBttCanvas.isUpPress) { moveY = +1 * he.Direction0.y; moveX = +1 * he.Direction0.x; } if (Input.GetKey(KeyCode.S) || VirtualBttCanvas.isDownPress) { moveY = -1 * he.Direction0.y; moveX = -1 * he.Direction0.x; } if (Input.GetKey(KeyCode.A) || VirtualBttCanvas.isLeftPress) { he.Direction0 = Quaternion.Euler(0, 0, +1 * heroSpinSpeed * Time.deltaTime) * he.Direction0; } if (Input.GetKey(KeyCode.D) || VirtualBttCanvas.isRightPress) { he.Direction0 = Quaternion.Euler(0, 0, -1 * heroSpinSpeed * Time.deltaTime) * he.Direction0; } // Assign value moveVelocity = new Vector3(moveX, moveY); aimAngle = Mathf.Atan2(he.Direction0.y, he.Direction0.x) * 180 / Mathf.PI; // Esc to quit the game if (Input.GetKeyDown(KeyCode.Escape) || VirtualBttCanvas.isEscapeClick) { VirtualBttCanvas.isEscapeClick = false; EventManager.Instance.UpdateEvent("HeroController_WayOutEvent_EndLevel", new PopupEventInfo { title = "Why? :(", content = "Are you really want to quit the level at this early?", okCallback = () => { LoadScene.LoadSceneName(SceneName.MainMenu); }, }); } if (Input.GetKey(KeyCode.L) && he.currentGun.GunType == GunType.Rifts || Input.GetKey(KeyCode.L) && he.currentGun.GunType == GunType.AUG || Input.GetKey(KeyCode.L) && he.currentGun.GunType == GunType.DualBerretas || VirtualBttCanvas.isShootPress && he.currentGun.GunType == GunType.Rifts || VirtualBttCanvas.isShootPress && he.currentGun.GunType == GunType.AUG || VirtualBttCanvas.isShootPress && he.currentGun.GunType == GunType.DualBerretas) { isShooted = true; } else if (Input.GetKeyDown(KeyCode.L) || VirtualBttCanvas.isShootClick) { VirtualBttCanvas.isShootClick = false; isShooted = true; } if (Input.GetKeyDown(KeyCode.J) || VirtualBttCanvas.isChangeWeaponClick) { VirtualBttCanvas.isChangeWeaponClick = false; if (indexOfCurrentGun >= GameManager.instance.MAX_SLOTS - 1) { indexOfCurrentGun = -1; } indexOfCurrentGun++; he.currentGun = itemsList[indexOfCurrentGun]; nextFire = Time.time; EventManager.Instance.UpdateEvent("HeroController_PressChangingItem", new OnItemListInfo { indexOfCurrentGun = indexOfCurrentGun, itemsList = itemsList }); } if (Input.GetKeyDown(KeyCode.K) || VirtualBttCanvas.isFlashLightClick) { VirtualBttCanvas.isFlashLightClick = false; EventManager.Instance.UpdateEvent("HeroController_PressFlashLight", null); if (!isFlashOn) { isFlashOn = true; state = State.Moving; he.flashLightTransform.gameObject.SetActive(true); } else { isFlashOn = false; state = State.Running; he.flashLightTransform.gameObject.SetActive(false); } } if (Input.GetKey(KeyCode.I) || VirtualBttCanvas.isThrowClick) { VirtualBttCanvas.isThrowClick = false; Gun lastWeapon = he.currentGun; itemsList[indexOfCurrentGun] = GameManager.instance.knife; he.currentGun = itemsList[indexOfCurrentGun]; EventManager.Instance.UpdateEvent("HeroController_ThrowAwayWeapon", new OnItemListInfo { gunType = lastWeapon.GunType, playerPosition = transform.position, indexOfCurrentGun = indexOfCurrentGun, itemsList = itemsList }); } }
public void RestartLevel() { LoadScene.LoadSceneName(SceneName.Gameplay); }
private void LoadSceneAction() { LoadScene.LoadSceneName(SceneName.Gameplay); }