// Update is called once per frame void Update() { hAxis = Input.GetAxis("Horizontal"); vAxis = Input.GetAxis("Vertical"); //Moving Player if (hAxis != 0) { //transform.position = new Vector2(transform.position.x + (moveSpeed*Time.deltaTime) * hAxis, transform.position.y); if (hAxis < -0.7) { trigger1_pressed = true; if (!rotating) { Debug.Log("left rotation"); StopAllCoroutines(); StartCoroutine(rotateTriangle(120)); energyBar.IncreaseEnergy(0.2f); switch (head) { case WeaponColor.colorA: head = WeaponColor.colorC; break; case WeaponColor.colorB: head = WeaponColor.colorA; break; case WeaponColor.colorC: head = WeaponColor.colorB; break; default: break; } } } else if (hAxis > 0.7) { trigger2_pressed = true; if (!rotating) { Debug.Log("rigth rotation"); StopAllCoroutines(); StartCoroutine(rotateTriangle(-120)); energyBar.IncreaseEnergy(0.2f); switch (head) { case WeaponColor.colorA: head = WeaponColor.colorB; break; case WeaponColor.colorB: head = WeaponColor.colorC; break; case WeaponColor.colorC: head = WeaponColor.colorA; break; default: break; } } } else { trigger1_pressed = false; trigger2_pressed = false; } } else { } if (vAxis != 0) { transform.position = new Vector2(transform.position.x, transform.position.y + (moveSpeed * Time.deltaTime) * vAxis); } if ((vAxis != 0) & !Input.GetButton("Fire1") || (hAxis != 0) & !Input.GetButton("Fire1")) { energyBar.IncreaseEnergy(0.003f); } /* * //Turning Player * if ((Input.GetAxis("Left Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger1_pressed) * { * Debug.Log(Input.GetAxis("Left Trigger")); * trigger1_pressed = true; * if (!rotating) * { * Debug.Log("left rotation"); * StopAllCoroutines(); * StartCoroutine(rotateTriangle(120)); * energyBar.IncreaseEnergy(0.2f); * switch (head) * { * case WeaponColor.colorA: * head = WeaponColor.colorC; * break; * case WeaponColor.colorB: * head = WeaponColor.colorA; * break; * case WeaponColor.colorC: * head = WeaponColor.colorB; * break; * default: * break; * } * } * * } * else if (Input.GetAxis("Left Trigger") > -0.1){ * trigger1_pressed = false; * } * * * * if ((Input.GetAxis("Right Trigger") <= -0.2 & !Input.GetButton("Fire1")) & !trigger2_pressed) * { * Debug.Log(Input.GetAxis("Right Trigger")); * trigger2_pressed = true; * if (!rotating) * { * Debug.Log("rigth rotation"); * StopAllCoroutines(); * StartCoroutine(rotateTriangle(-120)); * energyBar.IncreaseEnergy(0.2f); * switch (head) * { * case WeaponColor.colorA: * head = WeaponColor.colorB; * break; * case WeaponColor.colorB: * head = WeaponColor.colorC; * break; * case WeaponColor.colorC: * head = WeaponColor.colorA; * break; * default: * break; * } * } * * } * else if (Input.GetAxis("Right Trigger") > -0.1) * { * trigger2_pressed = false; * } */ //Shooting with space if (Input.GetButton("Fire1") && (!Input.GetKey(KeyCode.Z) || !Input.GetKey(KeyCode.C))) { if (!shooting && actualAmmo > 0) { if (Time.time - lastfired > 1 / fireRate) { lastfired = Time.time; var bullet = pool.NextObject(head); shooting = true; bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y); bullet.SetActive(true); ammoGUI.ReduceAmmoCountGUI(1); } } } else { shooting = false; } //Fast Shoot if (Input.GetButtonDown("Fire1")) { if (!shooting && actualAmmo > 0) { var bullet = pool.NextObject(head); shooting = true; bullet.transform.position = new Vector2(transform.position.x + 2.5f, transform.position.y); bullet.SetActive(true); ammoGUI.ReduceAmmoCountGUI(1); } } else { shooting = false; } //Restart Game if (Input.GetButtonDown("Submit")) { Application.LoadLevel(Application.loadedLevel); } if (energyBar.GetEnergyValue() == 1) { actualAmmo = ammoCount; energyBar.SetEnergyValue(0); ammoGUI.SetAmmoGUICount(ammoCount); } }