Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        charNum = playerNums++;
        moveDirection = transform.TransformDirection(Vector3.forward);
        xAxis = "Y" + charNum;
        yAxis = "X" + charNum;
        lxAxis = "LX" + charNum;
        lyAxis = "LY" + charNum;
        RTAxis = "RT" + charNum;
        LTAxis = "LT" + charNum;

        if(walkTextures == null) //Assuming they all happen at once
        {
            walkTextures = new Texture2D[3];
            walkTextures[0] = Resources.Load("Animations/PlayerWalk/necro_walk_1") as Texture2D;
            walkTextures[1] = Resources.Load("Animations/PlayerWalk/necro_walk_2") as Texture2D;
            walkTextures[2] = Resources.Load("Animations/PlayerWalk/necro_walk_3") as Texture2D;

            castTextures = new Texture2D[4];
            castTextures[0] = Resources.Load("Animations/PlayerWalk/necro_cast_1") as Texture2D;
            castTextures[1] = Resources.Load("Animations/PlayerWalk/necro_cast_2") as Texture2D;
            castTextures[2] = Resources.Load("Animations/PlayerWalk/necro_cast_3") as Texture2D;

            idleTextures = new Texture2D[1];
            idleTextures[0] = Resources.Load("Animations/PlayerIdle/necro_idle_1") as Texture2D;
        }

        walkAnim = new MyAnimation(this.renderer, walkTextures, Constants.playerAnimSpeed);
        idleAnim = new MyAnimation(this.renderer, idleTextures, Constants.playerAnimSpeed);
        castAnim = new MyAnimation(this.renderer, castTextures, Constants.playerAnimSpeed);

        wind = Resources.Load("Prefabs/Wind") as GameObject;
        windPos = (wind.transform.localScale.z + this.transform.localScale.z)*0.5f;

        curAnim = idleAnim;
        curAnim.Play();
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        float tempx = Mathf.Clamp(this.transform.position.x, Board.left, Board.right);
        float tempy = this.transform.position.y;
        float tempz = Mathf.Clamp(this.transform.position.z, Board.bottom, Board.top);
        Vector3 temp = new Vector3(tempx, tempy, tempz);

        this.transform.position = temp;

        if (!isControllable)
        {
            // kill all inputs if not controllable.
            Input.ResetInputAxes();
        }

        Vector3 forward = -Vector3.forward;

        Vector3 right = Vector3.right;

        float iy = Input.GetAxisRaw(xAxis);
        float ix = Input.GetAxisRaw(yAxis);
        float ilx = Input.GetAxisRaw(lxAxis);
        float ily = Input.GetAxisRaw(lyAxis);
        float LT = Input.GetAxisRaw(LTAxis);
        float RT = Input.GetAxisRaw(RTAxis);

        // Target direction relative to the camera
        Vector3 TarMoveDir = ix * right + iy * forward;
        Vector3 TarLookDir = ilx * right + ily * forward;

        moveDirection = TarMoveDir.normalized;

        if(TarMoveDir != Vector3.zero)
        {
            curAnim.Pause();
            curAnim = walkAnim;
            curAnim.Play();
        }
        else
        {
            curAnim.Pause();
            curAnim = idleAnim;
            curAnim.Play();
        }

        if( TarLookDir != Vector3.zero )
        {
            lookDirection = Vector3.RotateTowards(lookDirection, TarLookDir, Constants.rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
            lookDirection = lookDirection.normalized;
        }

        // Calculate actual motion
        movement.Set(0.0f,0.0f,0.0f);
        //movement = transform.TransformDirection(moveDirection);
        movement = moveDirection;
        movement *= Constants.moveSpeed;
        movement *= Time.deltaTime;

        transform.Translate(movement, Space.World);

        transform.rotation = Quaternion.LookRotation(lookDirection);

        if((LT > 0.5) && (windCoolTime <= 0))
        {
            GameObject go = Instantiate(wind, this.transform.position + lookDirection*windPos, transform.rotation) as GameObject;
            Wind wnd = go.GetComponent<Wind>();
            wnd.SetSpawner(this.collider);
            windCoolTime += Constants.playerWindCooldown;
        }
        else if (windCoolTime > 0)
        {
            windCoolTime -= Time.deltaTime;
        }

        curAnim.Update();
    }