// Update is called once per frame void Update() { //UPDATE CONTROLS button = Input.GetButtonDown("Button_P" + playerNum); moveX = (Input.GetAxis("MoveX_P" + playerNum) * speed) * Time.deltaTime; moveY = (Input.GetAxis("MoveY_P" + playerNum) * speed) * Time.deltaTime; cameraX = (Input.GetAxis("CameraX_P" + playerNum) * camSpeed) * Time.deltaTime; cameraY += (Input.GetAxis("CameraY_P" + playerNum) * camSpeed) * Time.deltaTime; cameraY = Mathf.Clamp(cameraY, -90, 75); //ROTATION / CAMERA CONTROL transform.Rotate(0, cameraX, 0); //Rotate player left and right camera.transform.localEulerAngles = new Vector3(cameraY, 0, 0); //Rotate camera up and down //MOVEMENT if (repType == 4) { speedMult = 0.5f; } else { speedMult = 1.0f; } Vector3 movin = new Vector3((moveX) * speedMult, 0, (moveY) * speedMult); movin = this.transform.TransformDirection(movin); //make sure it points in the rotation direction! cc.Move(movin); //the movement itself //REPAIR STUFF look = new Ray(camera.transform.position, camera.transform.forward); //set the bullshit if (!rep.fireEx.activeSelf && !rep.wrench.activeSelf && !rep.ductTape.activeSelf && !rep.torpedo.activeSelf) { repType = 0; } else { if (rep.fireEx.activeSelf) { repType = 1; } if (rep.wrench.activeSelf) { repType = 2; } if (rep.ductTape.activeSelf) { repType = 3; } if (rep.torpedo.activeSelf) { repType = 4; } } //Check for damages if (Physics.Raycast(look, out looking, 2.0f)) { if (looking.collider != null) { if ((button)) { if ((repType > 0) && (looking.collider.tag == "Damage" || looking.collider.tag == "torpedo")) { rep.Use(); crosshair.sprite = cross; crosshair.color = Color.white; if ((repType == 1 && looking.collider.transform.parent.tag == "fireEx") || (repType == 2 && looking.collider.transform.parent.tag == "wrench") || (repType == 3 && looking.collider.transform.parent.tag == "ductTape") || (repType == 4 && looking.collider.tag == "torpedo")) { if (repType < 4) { repSource.PlayOneShot(repSounds[repType - 1]); looking.collider.GetComponent <damageFixer>().Fix(); Debug.Log("all better!"); } else { Debug.Log("I GOT TA TOPETO!"); looking.collider.GetComponent <BelTopeto>().IGotTaTopeto(); } } else { Debug.Log("uh oh!"); } } if ((repType != 4)) { if ((looking.collider.tag == "fireExPickUp")) { rep.Pickup(1); } if ((looking.collider.tag == "wrenchPickUp")) { rep.Pickup(2); } if ((looking.collider.tag == "ductTapePickUp")) { rep.Pickup(3); } if ((looking.collider.tag == "torpedoPickUp")) { rep.Pickup(4); } } } if (looking.collider.tag == "Damage" || looking.collider.tag == "fireExPickUp" || looking.collider.tag == "wrenchPickUp" || looking.collider.tag == "ductTapePickUp" || looking.collider.tag == "torpedo") { crosshair.sprite = cross_; } if (looking.collider.tag != "Damage" && looking.collider.tag != "fireExPickUp" && looking.collider.tag != "wrenchPickUp" && looking.collider.tag != "ductTapePickUp" || looking.collider.tag == "torpedo") { crosshair.sprite = cross; crosshair.color = Color.white; } if (((repType > 0) && (repType < 4) && (looking.collider.tag == "Damage")) || ((repType == 4) && (looking.collider.tag == "torpedo"))) { crosshair.color = Color.cyan; } else { crosshair.color = Color.white; } } if (looking.collider == null) { crosshair.sprite = cross; crosshair.color = Color.white; } } else { crosshair.sprite = cross; crosshair.color = Color.white; } }