コード例 #1
0
    // Start is called before the first frame update
    void Start()
    {
        itemIndexMAX = 5;

        itemIndex = 1;

        blueAudio = bluePlayer.GetComponent <BlueAudioManager>();
    }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        if (blueGun.isFiringLaser == true /*&& bluePlayer.canShoot == false*/ && fired == false)
        {
            transform.position = blueGun.orbPoint.position; // Lock to Blue while Chargine

            float actualLocalScaleMagnitude = transform.localScale.magnitude;
            if (actualLocalScaleMagnitude < maxlocalScaleMagnitude)
            {
                transform.localScale += new Vector3(0.005F, 0, 0.005F);
            }
        }

        if (blueGun.isFiringLaser == false)
        {
            fired = true;
        }

        if (fired == true)
        {
            //moveInput = new Vector3(Input.GetAxisRaw("RHorizontal"), 0f, -Input.GetAxisRaw("RVertical")); // CONTROL Orb
            //moveVelocity = moveInput * speed; // CONTROL BULLET

            if (bluePlayer.useController == true)
            {
                if (_direction == Vector3.zero)
                {
                    _direction = (gameObject.transform.position - bluePlayer.transform.position).normalized;
                }
            }
            else
            {
                if (_direction == Vector3.zero)
                {
                    _direction = (gameObject.transform.position - bluePlayer.transform.position).normalized;
                }
            }

            moveVelocity = _direction * speed; // Shoot Orb

            lifeTime -= Time.deltaTime;        // Destroy over time
        }

        if (lifeTime <= 0)
        {
            fired = false; // Added later
            Destroy(gameObject);
        }

        // DESTROY IF BLUE ENTERS PARTICULAR STATES
        if (bluePlayer.GetComponent <Blue_Warp>().enabled & fired == false)
        {
            bluePlayer.canShoot = true;
            Destroy(gameObject);
        }

        // Arc FX
        //startPosition = transform.position;
    }
コード例 #3
0
    // Update is called once per frame
    void Update()
    {
        //======================================        KEYBOARD CONTROLLER

        // Fire and Rotate with Mouse
        if (!bluePlayerController.useController)
        {
            Ray   cameraRay   = mainCamera.ScreenPointToRay(Input.mousePosition);
            Plane groundPlane = new Plane(Vector3.up, Vector3.zero);
            float rayLength;

            if (groundPlane.Raycast(cameraRay, out rayLength))
            {
                Vector3 pointToLook = cameraRay.GetPoint(rayLength);
                Debug.DrawLine(cameraRay.origin, pointToLook, Color.blue);

                transform.LookAt(new Vector3(pointToLook.x, transform.position.y, pointToLook.z));
            }

            if (bluePlayerController.canShoot == true)
            {
                // Fire Laser // - Primary 1
                if (Input.GetMouseButtonDown(0))
                {
                    bluePlayerController.theGun.isFiringLaser = true;
                }

                if (Input.GetMouseButtonUp(0))
                {
                    bluePlayerController.theGun.isFiringLaser = false;
                }

                // Laser - Alt Fire

                if (bluePlayerController.GetComponent <Blue_Warp>().enabled == false)
                {
                    if (Input.GetKeyDown("q"))
                    {
                        bluePlayerController.theGun.altFire = !bluePlayerController.theGun.altFire;
                    }
                }

                // Barrier
                if (Input.GetMouseButtonDown(1) & (bluePlayerController.theGun.canDeploy == true))
                {
                    bluePlayerController.theGun.canHoldBarrier = true;
                }

                // Turret
                if (Input.GetMouseButtonDown(2) & (bluePlayerController.theGun.canDeploy == true))
                {
                    bluePlayerController.theGun.canHoldTurret = true;
                }
            }

            //======================================

            // Animate Sprite
            if (Input.GetKey("w"))
            {
                otherAnimator.SetBool("isRunning", true);
                otherAnimator.SetFloat("Move_X", 0);
                otherAnimator.SetFloat("Move_Y", 1);
            }

            if (Input.GetKey("d"))
            {
                otherAnimator.SetBool("isRunning", true);
                otherAnimator.SetFloat("Move_X", 1);
                otherAnimator.SetFloat("Move_Y", 0);
            }

            if (Input.GetKey("s"))
            {
                otherAnimator.SetBool("isRunning", true);
                otherAnimator.SetFloat("Move_X", 0);
                otherAnimator.SetFloat("Move_Y", -1);
            }

            if (Input.GetKey("a"))
            {
                otherAnimator.SetBool("isRunning", true);
                otherAnimator.SetFloat("Move_X", -1);
                otherAnimator.SetFloat("Move_Y", 0);
            }

            if (!Input.GetKey("w") & !Input.GetKey("a") & !Input.GetKey("s") & !Input.GetKey("d"))
            {
                otherAnimator.SetBool("isRunning", false);
            }
        }

        //======================================        GAMEPAD CONTROLLER

        // Fire and Rotate with Controller
        if (bluePlayerController.useController)
        {
            // Movement //
            //Debug.Log("RH " + CrossPlatformInputManager.GetAxis("RHorizontal") + "RV " + CrossPlatformInputManager.GetAxis("RVertical"));

            Vector3 playerDirection = Vector3.right * Input.GetAxisRaw("RHorizontal") + Vector3.forward * -Input.GetAxisRaw("RVertical");
            if (playerDirection.sqrMagnitude > 0.0f)
            {
                transform.rotation = Quaternion.LookRotation(playerDirection, Vector3.up);
            }

            //======================================

            // Animate Sprite
            if ((Input.GetAxisRaw("Horizontal") != 0) || (Input.GetAxisRaw("Vertical") != 0))
            {
                otherAnimator.SetBool("isRunning", true);
                otherAnimator.SetFloat("Move_X", Input.GetAxis("Horizontal"));
                otherAnimator.SetFloat("Move_Y", Input.GetAxis("Vertical"));
            }
            else
            {
                otherAnimator.SetBool("isRunning", false);
            }

            //======================================

            // Inputs //

            // Right Trigger - Laser FIRING

            if (bluePlayerController.canShoot == true)
            {
                if (Input.GetKey(KeyCode.Joystick1Button7))
                {
                    bluePlayerController.theGun.isFiringLaser = true;
                }

                // Right Bumper - Barrier

                if ((Input.GetKeyDown(KeyCode.Joystick1Button5)) & (bluePlayerController.theGun.canDeploy == true))
                {
                    bluePlayerController.theGun.canHoldBarrier = true; //!bluePlayerController.theGun.canHoldBarrier;//true;
                }

                // Left Bumper - Turret

                if ((Input.GetKeyDown(KeyCode.Joystick1Button4)) & (bluePlayerController.theGun.canDeploy == true))
                {
                    bluePlayerController.theGun.canHoldTurret = true; //!bluePlayerController.theGun.canHoldBarrier;//true;
                }

                // Y Button - Alt Fire

                if (bluePlayerController.GetComponent <Blue_Warp>().enabled == false)
                {
                    if (Input.GetKeyDown(KeyCode.Joystick1Button3))
                    {
                        bluePlayerController.theGun.altFire = !bluePlayerController.theGun.altFire;
                    }
                }
            }

            // Right Trigger - Laser NOT FIRING

            if (!Input.GetKey(KeyCode.Joystick1Button7))
            {
                bluePlayerController.theGun.isFiringLaser = false;
            }

            //====================================== Formatted to Have Both GamePad and KeyBoard Controls Together - WILL NEED TO SEPARATE

            // X Button - Heal

            if ((bluePlayerController.canShoot == true) & (bluePlayerController.blueHeals >= 1))
            {
                if ((Input.GetKeyDown(KeyCode.Keypad1)) || (Input.GetKeyDown(KeyCode.Joystick1Button2)))
                {
                    bluePlayerController.blueHeals     -= 1;
                    blueHealthController.currentHealth += 25;
                }
            }
        }
    }
コード例 #4
0
    void Update()
    {
        // Blue Has Deployable Armed
        if (holding == true)
        {
            transform.position = blueGun.barrierDeployPoint.position; // Lock to Blue while Chargine

            var lookPos = bluePlayer.transform.position - transform.position;
            lookPos.y = 0;
            var rotation = Quaternion.LookRotation(lookPos);
            transform.rotation = Quaternion.Slerp(transform.rotation, rotation, 1);
        }

        // Deploy
        if ((!Input.GetMouseButton(1) & !Input.GetKey(KeyCode.Joystick1Button5)) & holding == true)
        {
            holding = false;

            // Turn On Blue Can Shoot
            bluePlayer.canShoot = true;

            // Turn On Can Orb
            if (GameObject.Find("Blue_Orb(Clone)") == null)
            {
                blueGun.canOrb = true;
            }

            // Set Warp Points

            _position = warpPoint.transform.position;

            if (bluePlayer.deploy_1 == Vector3.zero)
            {
                bluePlayer.deploy_1    = _position;
                bluePlayer.deploy_1_ID = instance;
            }
            else
            {
                bluePlayer.deploy_2    = _position;
                bluePlayer.deploy_2_ID = instance;
            }

            // Reset Can Deploy Variable
            if (blueGun.barrierCounter < 2)
            {
                blueGun.canDeploy = true;  // Reset Can Deply for Blue Gun
            }

            anim.SetTrigger("Active");
        }

        // Warp Indicator On
        if ((bluePlayer.GetComponent <Blue_Warp>().enabled == true) & _selected == true)
        {
            warpSelectionOn   = true;
            warpLight.enabled = true;
        }
        else
        {
            warpSelectionOn   = false;
            warpLight.enabled = false;
        }

        // Change Color
        if (bluePlayer.GetComponent <Blue_Warp>().altWarp == true)
        {
            warpLight.color = Color.yellow;
        }
        else
        {
            warpLight.color = warpColor;
        }
    }
コード例 #5
0
    public void Update()
    {
        // Count Down for Sprite Interaction
        if (counterCanInteract > 0)
        {
            //counterCanInteract -= Time.deltaTime;
        }

        // Count Down for Double Tap Return Deploy
        if (returnDeployDoubleTapCounter > 0)
        {
            returnDeployDoubleTapCounter -= Time.deltaTime;
        }

        if (returnDeployDoubleTapCounter < 0)
        {
            returnDeployDoubleTapCounter = 0;
            buttonPresses = 0;
        }

        // In Upgrade State
        if (bluePlayer.GetComponent <Blue_Upgrade_Deployable>().enabled == true & blueUpgrading == true & blueUpgradeLevel < blueUpgradeLevelMAX)
        {
            Debug.Log("UPGRADE_DEPLOYABLE_State");
            if (Input.GetKeyDown(KeyCode.Joystick1Button0))
            {
                if (blueUpgradeMeter > 1f)  // Fail
                {
                    Debug.Log("UPGRADE FAILED");
                    bluePlayer.GetComponent <BlueAudioManager>().AudioSource_04.Play();
                    bluePlayer.GetComponent <Blue_Upgrade_Deployable>().enabled = false;
                    bluePlayer.GetComponent <Blue_Idle>().enabled = true;
                    blueUpgradeMeterCounter = 0;
                    blueUpgradeMeter        = 0;
                    blueUpgrading           = false;
                }

                if (blueUpgradeMeter <= 1f & blueUpgrading == true)  // Success
                {
                    Debug.Log("UPGRADE +");
                    blueUpgradeMeterCounter += 1;
                    particleCountDown        = .5f;
                    particleEffect.Play();        // Particles
                    particleLight.enabled = true; // Light
                    if (blueUpgradeMeterCounter < 3)
                    {
                        bluePlayer.GetComponent <BlueAudioManager>().AudioSource_02.Play();
                    }
                    blueUpgradeMeter = blueUpgradeMeterMAX;
                }
            }
        }

        // Upgrade Mini Game Meter

        // Double Tap "A" Counter
        if (touchingBlue == true)
        {
            // A Button - Take Back Deploy // Upgrade Deploy
            // NOT IN UPGRADE STATE
            if (blueUpgrading == false)
            {
                // Take Back Initiated
                if (Input.GetKeyDown(KeyCode.Joystick1Button0) || (Input.GetKeyDown("space")) & ((buttonPresses <= 1) & (bluePlayer.GetComponent <Blue_Upgrade_Deployable>().enabled = false)))
                {
                    if (deployTurret != null)
                    {
                        if (deployTurret.holding == false)
                        {
                            returnDeployDoubleTapCounter = .35f;
                        }
                    }

                    if (deployBarrier != null)
                    {
                        if (deployBarrier.holding == false)
                        {
                            returnDeployDoubleTapCounter = .35f;
                        }
                    }

                    buttonPresses += 1;

                    // Upgrade Meter Timing
                    if (blueUpgradeMeter == 0 & blueUpgradeLevel < blueUpgradeLevelMAX)
                    {
                        blueUpgradeMeter = blueUpgradeMeterMAX;
                    }
                }

                // Destroy Object
                if ((buttonPresses == 2) & (returnDeployDoubleTapCounter > 0))
                {
                    //bluePlayer.deploy_1 = Vector3.zero;
                    //bluePlayer.deploy_2 = Vector3.zero;
                    bluePlayer.theGun.barrierCounter -= 1;
                    bluePlayer.theGun.canDeploy       = true;
                    buttonPresses = 0;
                    Destroy(gameObject);
                }

                // Upgrade Deployable
                if (bluePlayer.useController == true)
                {
                    if (Input.GetKeyDown(KeyCode.Joystick1Button0) & (blueUpgradeMeter <= 1f) & blueUpgradeLevel < blueUpgradeLevelMAX)
                    {
                        blueUpgrading            = true;
                        blueUpgradeMeter         = blueUpgradeMeterMAX;
                        blueUpgradeMeterCounter += 1;

                        particleCountDown = .5f;
                        particleEffect.Play();        // Particles
                        particleLight.enabled = true; // Light

                        bluePlayer.GetComponent <BlueAudioManager>().AudioSource_02.Play();
                        bluePlayer.GetComponent <Blue_Idle>().enabled = false;
                        bluePlayer.GetComponent <Blue_Upgrade_Deployable>().enabled = true;
                    }
                }

                if (bluePlayer.useController == false)
                {
                    if (Input.GetKeyDown("space") & (blueUpgradeMeter <= 1f))
                    {
                        Debug.Log("SPACE PRESSED");
                        blueUpgrading            = true;
                        blueUpgradeMeter         = blueUpgradeMeterMAX;
                        blueUpgradeMeterCounter += 1;
                        bluePlayer.GetComponent <BlueAudioManager>().AudioSource_02.Play();
                        bluePlayer.GetComponent <Blue_Idle>().enabled = false;
                        bluePlayer.GetComponent <Blue_Upgrade_Deployable>().enabled = true;
                    }
                }
            }

            // Reset Upgrading Variable
            // Cancel Upgrade
            if (Input.GetKeyDown(KeyCode.Joystick1Button1))
            {
                bluePlayer.GetComponent <BlueAudioManager>().AudioSource_04.Play();
                bluePlayer.GetComponent <Blue_Upgrade_Deployable>().enabled = false;
                bluePlayer.GetComponent <Blue_Idle>().enabled = true;
                blueUpgradeMeterCounter = 0;
                blueUpgradeMeter        = 0;
                blueUpgrading           = false;
            }

            // Upgrade Meter Countdown
            if (blueUpgradeMeter > 0)
            {
                blueUpgradeMeter -= Time.deltaTime;
            }

            if (blueUpgradeMeter < 0)
            {
                blueUpgradeMeterCounter = 0;
                blueUpgradeMeter        = 0f;
                bluePlayer.GetComponent <Blue_Upgrade_Deployable>().enabled = false;
                bluePlayer.GetComponent <Blue_Idle>().enabled = true;
            }
        }

        // 3 PRESSES to UPGRADE
        if (blueUpgradeMeterCounter == 3)
        {
            emissionModule.rateOverTime = 100f;
            blueUpgrading = false;
            bluePlayer.GetComponent <BlueAudioManager>().AudioSource_03.Play();
            blueUpgradeMeterCounter = 0;
            blueUpgradeMeter        = 0f;
            blueUpgradeLevel       += 1;
            bluePlayer.GetComponent <Blue_Upgrade_Deployable>().enabled = false;
            bluePlayer.GetComponent <Blue_Idle>().enabled = true;
        }

        // UPGRADED
        if (blueUpgradeLevel > 0)
        {
            if (deployTurret != null)
            {
                deployTurret.upgradeLevel = blueUpgradeLevel;
            }

            if (deployBarrier != null)
            {
                deployBarrier.upgradeLevel = blueUpgradeLevel;
            }
        }

        // Particle Effects
        if (particleCountDown > 0)
        {
            particleCountDown -= Time.deltaTime;
        }

        if (particleCountDown <= 0)
        {
            particleEffect.Stop();         // Particles
            particleLight.enabled = false; // Light
        }
    }