Esempio n. 1
0
 //halt function if AI has to stop
 void Idle()
 {
     if (Vector3.SqrMagnitude(originPoint - tankTransform_.position) > (howClose * howClose))
     {
         if (tankTransform_.position != originPoint) //if AI ISN'T at original positioning move there before anything else
         {
             if (sensing.CanSee(GameManagement.instance.player1) || sensing.CanHear(GameManagement.instance.player1))
             {
                 return;
             }
             else
             {
                 AITurned(originPoint, tankInfo_.turnSpeed);
                 motor_.Movement(tankInfo_.moveForwardSpeed);
             }
         }
         else
         {
             //do nothing once back at origin point
         }
     }
     else
     {
         //do nothing if close enough to origin point
     }
 }
Esempio n. 2
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (Input.GetKey(KeyCode.W))
        {
            motor.Movement(speedInfo.moveForwardSpeed); //forward movement at normal speed
            if (gameObject.GetComponent <PlayerMovement>().noisemaker != null && (gameObject.CompareTag("Player1") || gameObject.CompareTag("Player2")))
            {
                noisemaker.volume = Mathf.Max(gameObject.GetComponent <NoisemakerScript>().volume, moveVolume);
            }
        }
        else if (Input.GetKey(KeyCode.S))
        {
            motor.Movement(-speedInfo.moveBackSpeed); //allows backward movement for slower speed
            if (gameObject.GetComponent <PlayerMovement>().noisemaker != null && (gameObject.CompareTag("Player1") || gameObject.CompareTag("Player2")))
            {
                noisemaker.volume = Mathf.Max(gameObject.GetComponent <NoisemakerScript>().volume, moveVolume);
            }
        }

        if (Input.GetKey(KeyCode.D))
        {
            motor.Rotation(speedInfo.turnSpeed); //turn clockwise
            if (gameObject.GetComponent <PlayerMovement>().noisemaker != null && (gameObject.CompareTag("Player1") || gameObject.CompareTag("Player2")))
            {
                noisemaker.volume = Mathf.Max(gameObject.GetComponent <NoisemakerScript>().volume, turnVolume);
            }
        }
        else if (Input.GetKey(KeyCode.A))
        {
            motor.Rotation(-speedInfo.turnSpeed); //turn counterclockwise
            if (gameObject.GetComponent <PlayerMovement>().noisemaker != null && (gameObject.CompareTag("Player1") || gameObject.CompareTag("Player2")))
            {
                noisemaker.volume = Mathf.Max(gameObject.GetComponent <NoisemakerScript>().volume, turnVolume);
            }
        }

        if (Input.GetKeyDown(KeyCode.Space) && !hasFired && timeBetweenFire >= fireTimer) //fires a shell
        {
            GameObject ammoClone = Instantiate(ammunition, gameObject.GetComponent <TankData>().FirePoint.position, transform.rotation);

            if (gameObject.tag == "Player1")
            {
                ammoClone.tag = "Player1Shell";
                ammoClone.GetComponent <PlayerShell>().damageDealt = gameObject.GetComponent <TankData>().shellDamageValue;
            }
            if (gameObject.tag == "Player2")
            {
                ammoClone.tag = "Player2Shell";
                ammoClone.GetComponent <PlayerShell>().damageDealt = gameObject.GetComponent <TankData>().shellDamageValue;
            }
            StartCoroutine("TimeUp");
            hasFired = true;
        }

        else if (hasFired && timeBetweenFire <= fireTimer)
        {
            StopCoroutine("TimeUp");
            fireTimer = 0;
            hasFired  = false;
        }

        /*if (player.tag == ("Player1"))
         * {
         *
         * }
         * for future milestones
         * else if (player.tag == ("Player2"))
         * {
         *
         * }*/
    }
Esempio n. 3
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (Input.GetKey(KeyCode.W))
        {
            motor.Movement(speedInfo.moveForwardSpeed); //forward movement at normal speed
        }
        else if (Input.GetKey(KeyCode.S))
        {
            motor.Movement(-speedInfo.moveBackSpeed); //allows backward movement for slower speed
        }

        if (Input.GetKey(KeyCode.D))
        {
            motor.Rotation(speedInfo.turnSpeed); //turn clockwise
        }
        else if (Input.GetKey(KeyCode.A))
        {
            motor.Rotation(-speedInfo.turnSpeed); //turn counterclockwise
        }

        if (Input.GetKeyDown(KeyCode.Space) && !hasFired && timeBetweenFire >= fireTimer) //fires a shell
        {
            GameObject ammoClone = Instantiate(ammunition, gameObject.GetComponent <TankData>().FirePoint.position, transform.rotation);
            //Object.Instantiate<GameObject>(ammunition);
            //just this doesn't work at all either (mainly because I'm using a prefab that isn't in the world at all)
            //Object.Instantiate<GameObject>(ammunition, gameObject.GetComponent<TankData>().FirePoint.position, transform.rotation,
            //    gameObject.GetComponent<TankData>().FirePoint.parent);
            //this works HOWEVER any movement of my tank afterwards moves the shell as well
            //Object.Instantiate<GameObject>(ammunition, gameObject.GetComponent<TankData>().FirePoint.parent);
            //this works as well HOWEVER any movement of my tank afterwards moves the shell as well
            //Object.Instantiate<GameObject>(ammunition, gameObject.GetComponent<TankData>().FirePoint.parent, true);
            //this does NOT work for some reason
            //Object.Instantiate<GameObject>(ammunition, gameObject.GetComponent<TankData>().FirePoint.position, transform.rotation);
            //this creates the object at position but does not set as child
            //ammunition.transform.SetParent(gameObject.GetComponent<TankData>().FirePoint, true);
            //this won't work and i can't figure out HOW to make it work
            if (gameObject.tag == "Player1")
            {
                ammoClone.tag = "Player1";
                ammoClone.GetComponent <PlayerShell>().damageDealt = gameObject.GetComponent <TankData>().shellDamageValue;
            }
            if (gameObject.tag == "Player2")
            {
                ammoClone.tag = "Player2";
                ammoClone.GetComponent <PlayerShell>().damageDealt = gameObject.GetComponent <TankData>().shellDamageValue;
            }
            StartCoroutine("TimeUp");
            hasFired = true;
        }

        else if (hasFired && timeBetweenFire <= fireTimer)
        {
            StopCoroutine("TimeUp");
            fireTimer = 0;
            hasFired  = false;
        }

        if (player.tag == ("Player1"))
        {
        }

        /* for future milestones
         * else if (player.tag == ("Player2"))
         * {
         *
         * }*/
    }
Esempio n. 4
0
 // Update is called once per frame
 void Update()
 {
     motor.Movement(speedInfo.moveForwardSpeed);
     motor.Rotation(speedInfo.turnSpeed);
 }