public Slowdown(GameObject from, GameObject target, float dur) : base(from, target, dur) { controller = this.target.transform.parent.GetComponent <ControllerSystem>(); icon = LoadStatusSprite("status_slowdown"); name = "Slowdown"; }
// Update is called once per frame void Update() { targetVec = Vector3.zero; targetObj = null; // Camera float camHorizontal = ControllerSystem.GetAxis(ControllerSystem.Axis.Stick_R_X); float camVertical = ControllerSystem.GetAxis(ControllerSystem.Axis.Stick_R_Y); camTargetVec = new Vector3(camHorizontal, camVertical, 0); float horizontal = ControllerSystem.GetAxis(ControllerSystem.Axis.Stick_L_X); float vertical = ControllerSystem.GetAxis(ControllerSystem.Axis.Stick_L_Y); if (mainCamera) { if (Input.GetMouseButton(0)) { Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo, 1000, groundLayer.value)) { SetFollowPosition(hitInfo.point); } } else { if (Mathf.Abs(horizontal) > 0.1f || Mathf.Abs(vertical) > 0.1f) { Vector3 pos = transform.position; Vector3 faceDir = (horizontal * mainCamera.transform.right + vertical * mainCamera.transform.forward).normalized; faceDir.y = 0; SetFollowPosition(pos + faceDir.normalized); } } } if (followDummy) { if ((followDummy.transform.position - transform.position).magnitude < 0.02f) { Destroy(followDummy); } else { targetVec = followDummy.transform.position - transform.position; targetObj = followDummy; } } }
private void Awake() { entities = new List <Entity>(); newEntities = new Queue <Entity>(); expiredEntities = new Queue <Entity>(); entitySystem = new EntitySystem(this); inputSystem = new InputSystem(this); moveSystem = new MoveSystem(this); controllerSystem = new ControllerSystem(this); gunSystem = new GunSystem(this); bulletSystem = new BulletSystem(this); buffSystem = new BuffSystem(this); aiSystem = new AISystem(this); levelSystem = new LevelSystem(this); }
void Update() { if (soldier) { if ((lastActionTime + 5) < Time.realtimeSinceStartup) { lastActionTime = Time.realtimeSinceStartup; ControllerSystem cs = soldier.GetComponentInChildren <ControllerSystem>(); cs.DoAction(cs.ActionAttack.name); Vector3 v = transform.position; v.y = 1.0f; Instantiate(gos[1], v, transform.rotation); } } }
private void Awake() { // controller should be init here so UI manager can find controller. controller = transform.parent.GetComponent <ControllerSystem>(); }