void Start() { if (GlobalGameManager.GetPlayerGamepad(player) == -1) { if (playerGui != null) { Destroy(playerGui.gameObject); } Destroy(gameObject); } currentHealth = maxHealth; boost = maxBoost; Destroy(Visual); Visual = (GameObject)Instantiate(ShipManager.instance.ships[GlobalGameManager.GetPlayerShip(player)]); Visual.transform.parent = transform; Visual.transform.localPosition = Vector3.zero; Visual.transform.localScale = Vector3.one; Visual.GetComponent <ShipVisuals>().UpdateVisuals(ShipManager.instance.GetColor(player)); ShieldObject.GetComponentInChildren <ParticleSystem>().startColor = ShipManager.instance.GetColor(player); if (playerGui != null) { playerGui.SetupBars(maxHealth, maxBoost, ShipManager.instance.GetColor(player)); playerGui.UpdateBars(currentHealth, boost); } }
// Update is called once per frame public override void OnUpdate() { if (!GlobalGameManager.bossAnim) { if (fireCooldown >= fireSpeed) { if (constant) { Instantiate(bullet, transform.position, transform.rotation); fireCooldown = 0; } else { float inputX2 = InputManager.GetRightX(GlobalGameManager.GetPlayerGamepad(player.player)); float inputY2 = InputManager.GetRightY(GlobalGameManager.GetPlayerGamepad(player.player)); if (inputX2 > 0.5f || inputX2 < -0.5f || inputY2 > 0.5f || inputY2 < -0.5f) { Instantiate(bullet, transform.position, transform.rotation); fireCooldown = 0; } } } else { fireCooldown += Time.deltaTime; } } }
// Update is called once per frame void Update() { float inputX = InputManager.GetLeftX(GlobalGameManager.GetPlayerGamepad(player)); float inputY = InputManager.GetLeftY(GlobalGameManager.GetPlayerGamepad(player)); movement = new Vector2( inputX * speed, inputY * speed ); movement = new Vector2( Mathf.Clamp(movement.x, -maxSpeed, maxSpeed), Mathf.Clamp(movement.y, -maxSpeed, maxSpeed) ); //float inputLT = Input.GetAxis ("LTrigger" + player); //float inputRT = Input.GetAxis ("RTrigger" + player); shield = InputManager.GetLeftBumper(GlobalGameManager.GetPlayerGamepad(player)); ShieldObject.SetActive(shield); if (InputManager.GetRightBumper(GlobalGameManager.GetPlayerGamepad(player))) { if (boost > 0) { rigidbody2D.AddForce(movement * boostSpeed, ForceMode2D.Force); //maxSpeed = 50f; //speed = 50f; //Debug.Log ("HELLO!" + player + "_" + Time.deltaTime); boost -= Time.deltaTime; exaust.enableEmission = true; } else { exaust.enableEmission = false; } } else if (boost < maxBoost) { exaust.enableEmission = false; boost += Time.deltaTime; } else { exaust.enableEmission = false; } float inputX2 = InputManager.GetRightX(GlobalGameManager.GetPlayerGamepad(player)); float inputY2 = InputManager.GetRightY(GlobalGameManager.GetPlayerGamepad(player)); if (inputX2 > 0.5f || inputX2 < -0.5f || inputY2 > 0.5f || inputY2 < -0.5f) { transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, Mathf.Atan2(-inputX2, -inputY2) * Mathf.Rad2Deg); if (!shield && !GlobalGameManager.bossAnim) { if (fireCooldown >= fireSpeed) { Instantiate(bullet, muzzleA.position, transform.rotation); Instantiate(bullet, muzzleB.position, transform.rotation); fireCooldown = 0; } } //rigidbody2D.angularVelocity = 0; } if (fireCooldown < fireSpeed) { fireCooldown += Time.deltaTime; } playerGui.UpdateBars(currentHealth, boost); }