Esempio n. 1
0
 public void paradox()
 {
     currRec = new Iteration();
     character.transform.position      = Spots.startLocator(Level, iterNum);
     character.transform.localRotation = Quaternion.Euler(0, 0, 0);
     mouseLook.y = mouseLook.x = 0;
     showText    = true;
     timer       = 0;
     foreach (Iteration itor in allRec.iterations)
     {
         itor.avatar.GetComponent <PastCharacter>().paradox();
     }
 }
Esempio n. 2
0
    // Update is called once per frame
    void FixedUpdate()
    {
        //Keyboard movement
        float   translation = Input.GetAxis("Vertical") * verSpeed;   //y input
        float   straffe     = Input.GetAxis("Horizontal") * horSpeed; //x input
        Vector2 mvMent      = new Vector2(straffe, translation);      //Save inputs for recording

        translation *= Time.deltaTime;                                //calculate distance
        straffe     *= Time.deltaTime;
        translation  = Mathf.Clamp(translation, translation / 2, translation);
        character.transform.Translate(straffe, 0, translation);

        //Mouse Movement
        var     md        = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); //input
        Vector2 mseMvment = md;                                                                    //Save input for recording

        md          = Vector2.Scale(md, new Vector2(sensitivity * smoothing, sensitivity * 2 / 3 * smoothing));
        smoothV.x   = Mathf.Lerp(smoothV.x, md.x, 1f / smoothing);
        smoothV.y   = Mathf.Lerp(smoothV.y, md.y, 1f / smoothing);
        mouseLook  += smoothV;
        mouseLook.y = Mathf.Clamp(mouseLook.y, yConstraints.x, yConstraints.y); //limit how far up and down the player can look

        //Rotate view
        view.transform.localRotation      = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);
        character.transform.localRotation = Quaternion.AngleAxis(mouseLook.x, character.transform.up);

        //record full command
        currRec.Add(next: new Command(mvMent, mseMvment));

        //checks to see if characters are within line of sight of each other
        //int layerMask = 1 << 9;
        //layerMask = ~layerMask;

        //for (int i = 0; i < allRec.Count(); i++)
        //{
        //    Debug.Log("allRec.Count = " + allRec.Count());
        //    Iteration itor = allRec[i];
        //    if (Physics.Linecast(transform.position, itor.avatar.transform.position, layerMask))
        //    {
        //        Debug.Log("No LOS");
        //    }
        //    else
        //    {
        //        Debug.Log("LOS");
        //    }
        //}

        //If next iteration is begun
        if (Input.GetKeyDown("space"))
        {
            //instantiate PastSelf for recorded iteration and save iteration to allRec
            Iteration temp = currRec;                                                                            //create duplicate
            temp.avatar = Instantiate(PastSelf, Spots.startLocator(Level, iterNum), new Quaternion(0, 0, 0, 1)); //instantiate
            temp.avatar.GetComponentInChildren <Camera>().enabled = false;                                       //disable camera to avoid conflicts
            temp.avatar.GetComponent <PastCharacter>().iterNum    = iterNum++;                                   //keep track of and iterate iteration number; MAY BE USEFUL FOR JUMPING BACK ITERATIONS IN CASE OF PARADOX
            temp.avatar.GetComponent <PastCharacter>().inputList  = temp;                                        //apply recorded commands to PastSelf
            allRec.Add(temp);                                                                                    //Add iteration to list of iterations

            //Reset recording iteration
            currRec = new Iteration();

            //place player for next iteration
            character.transform.position      = Spots.startLocator(Level, iterNum);
            character.transform.localRotation = Quaternion.Euler(0, 0, 0);
            mouseLook.y = mouseLook.x = 0;
        }

        //Control of mouse visibility
        if (Input.GetKeyDown("escape")) //free mouse if esc is pressed
        {
            Cursor.lockState = CursorLockMode.None;
        }
        if (Input.GetMouseButtonDown(0)) //hide mouse if game is clicked
        {
            Cursor.lockState = CursorLockMode.Locked;
        }

        //increment timing function
        timer++;
        //after around 3 seconds hide the text
        if (timer >= 180)
        {
            showText = false;
        }
    }