void Update() { h = leftJoystick.GetInputDirection().x; v = leftJoystick.GetInputDirection().y; rH = rightJoystick.GetInputDirection().x; rV = rightJoystick.GetInputDirection().y; cameraForward = mainCamera.transform.forward; cameraRight = mainCamera.transform.right; cameraForward.Normalize(); if (chara.isGrounded) { moveDirection = (h * cameraRight + v * cameraForward) * speed; } lookDirection = (rH * cameraRight + rV * cameraForward) * speed; if (rH != 0 || rV != 0) { //transform.Rotate(-Vector3.up * turnSpeed * Time.deltaTime); Quaternion rotate = Quaternion.LookRotation(lookDirection); rotate.x = 0; rotate.z = 0; transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * turnSpeed); } moveDirection.x *= 2; moveDirection.y = 0; moveDirection.y -= gravity * Time.deltaTime; chara.Move(moveDirection * Time.deltaTime); if (isInvicible) { invicibleCooldown += Time.deltaTime; if (invicibleCooldown >= invicibleTime) { isInvicible = false; } } if (canShoot) { Shoot(); } else { shootCooldown += Time.deltaTime; if (shootCooldown >= shootFreq) { canShoot = true; } } }
private void Update() { if (CameraFollowObj == null) { if (startedDestory == false) { startedDestory = true; Destroy(gameObject, 4); } } transform.position = CameraFollowObj.transform.position; transform.rotation = CameraFollowObj.transform.rotation; if (mobileSupport) { yaw += 160 * RJ.GetInputDirection().x *Time.deltaTime; pitch -= 120 * RJ.GetInputDirection().y *Time.deltaTime; } else { if (Input.GetKey(KeyCode.Mouse1)) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; yaw += 190 * Input.GetAxisRaw("Mouse X") * Time.deltaTime; pitch -= 150 * Input.GetAxis("Mouse Y") * Time.deltaTime; } else { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } } if (pitch > 40) { pitch = 40; } else if (pitch < -30) { pitch = -30; } transform.eulerAngles = new Vector3(pitch, yaw, 0); print(transform.eulerAngles.z); /* if (transform.eulerAngles.x > 40) * { * transform.eulerAngles = new Vector3(40, transform.eulerAngles.y, 0); * } * else if (transform.eulerAngles.x < 330 && transform.eulerAngles.x > 180) * { * transform.eulerAngles = new Vector3(330, transform.eulerAngles.y, 0); * }*/ ElectronCountText.text = CameraFollowObj.transform.root.GetComponent <PlayerController>().EM.countOfCurrentElectrons.ToString(); }
void FixedUpdate() { // get input from joystick rightJoystickInput = rightJoystick.GetInputDirection(); float xMovementRightJoystick = rightJoystickInput.x; // The horizontal movement from joystick 02 float zMovementRightJoystick = rightJoystickInput.y; // The vertical movement from joystick 02 // if there is no input on the right joystick if (rightJoystickInput == Vector3.zero) { animator.SetBool("isAttacking", false); } // if there is only input from the right joystick if (rightJoystickInput != Vector3.zero) { // calculate the player's direction based on angle float tempAngle = Mathf.Atan2(zMovementRightJoystick, xMovementRightJoystick); xMovementRightJoystick *= Mathf.Abs(Mathf.Cos(tempAngle)); zMovementRightJoystick *= Mathf.Abs(Mathf.Sin(tempAngle)); // rotate the player to face the direction of input Vector3 temp = transform.position; temp.x += xMovementRightJoystick; temp.z += zMovementRightJoystick; Vector3 lookDirection = temp - transform.position; if (lookDirection != Vector3.zero) { rotationTarget.localRotation = Quaternion.Slerp(rotationTarget.localRotation, Quaternion.LookRotation(lookDirection) * Quaternion.Euler(0, 45f, 0), rotationSpeed * Time.deltaTime); } animator.SetBool("isAttacking", true); } }
public void RotatingControllerUpdate() { Vector2 p = rightJoyStick.GetInputDirection(); if ((p.x > -0.2f && p.x < 0.2) && (p.y > -0.2f && p.y < 0.2)) { return; } float angle = Mathf.Atan(p.y / p.x) * Mathf.Rad2Deg; if (p.x < 0) { if (p.y < 0) { angle -= 180; } else { angle += 180; } } //playerController.Shoot(); //Debug.Log("Angle : " + angle + " sw : " + Screen.width + " mw : " + Input.mousePosition.x); playerController.Rotate(Quaternion.AngleAxis(angle, Vector3.forward)); }
private Vector3 rightJoystickInput; // hold the input of the Right Joystick void FixedUpdate() { // get input from both joysticks leftJoystickInput = leftJoystick.GetInputDirection(); rightJoystickInput = rightJoystick.GetInputDirection(); float xMovementLeftJoystick = leftJoystickInput.x; // The horizontal movement from joystick 01 float zMovementLeftJoystick = leftJoystickInput.y; // The vertical movement from joystick 01 float xMovementRightJoystick = rightJoystickInput.x; // The horizontal movement from joystick 02 float zMovementRightJoystick = rightJoystickInput.y; // The vertical movement from joystick 02 // if there is only input from the left joystick if (leftJoystickInput != Vector3.zero && rightJoystickInput == Vector3.zero) { if (xMovementLeftJoystick > 0) { } if (xMovementLeftJoystick < 0) { Debug.Log("SOY X MAYOR A 0"); } } }
// Joystick // // Joystick // #if UNITY_ANDROID void JoystickMovement() //FUNCIÓN AGREGADA POR FAWER { // get input from both joysticks leftJoystickInput = leftJoystick.GetInputDirection(); rightJoystickInput = rightJoystick.GetInputDirection(); float xMovementLeftJoystick = leftJoystickInput.x; // The horizontal movement from joystick 01 float zMovementLeftJoystick = leftJoystickInput.y; // The vertical movement from joystick 01 float xMovementRightJoystick = rightJoystickInput.x; // The horizontal movement from joystick 02 float zMovementRightJoystick = rightJoystickInput.y; // The vertical movement from joystick 02 // if there is only input from the left joystick if (leftJoystickInput != Vector3.zero && rightJoystickInput == Vector3.zero) { if (xMovementLeftJoystick > 0.1f) { RotateRight(); } else if (xMovementLeftJoystick < -0.1f) { RotateLeft(); } } else { RotateEnd(); } }
private void handleLookAt() { if (rightJoystick != null) { Vector3 point = transform.position + new Vector3(rightJoystick.GetInputDirection().x, 0, rightJoystick.GetInputDirection().y); controller.LookAt(point); } }
private void MovimientoCharEnXY() { if (Application.platform == RuntimePlatform.WindowsEditor) { mandoIzq = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); if (mandoIzq == Vector3.zero) { _Character.AnimacionEnX(0f); } else if (mandoIzq != Vector3.zero) { Vector3 accelXY = new Vector3(mandoIzq.x * _Character.VelocidadXY, mandoIzq.y * _Character.VelocidadXY, 0f); Vector3 velocity = charTransform.localPosition + accelXY * Time.deltaTime; Vector3 velFixed = new Vector3( Mathf.Clamp(velocity.x, -_Character.MinRange.x, _Character.MaxRange.x), Mathf.Clamp(velocity.y, -_Character.MinRange.y, _Character.MaxRange.y), velocity.z ); charTransform.localPosition = velFixed; _Character.AnimacionEnX(mandoIzq.x); } } else if (Application.platform == RuntimePlatform.Android) { // if there is no input on the left joystick if (_LeftJoystick.GetInputDirection() == Vector3.zero) { _Character.AnimacionEnX(0f); } else if (_LeftJoystick.GetInputDirection() != Vector3.zero) { Vector3 accelXY = new Vector3(_LeftJoystick.GetInputDirection().x *_Character.VelocidadXY, _LeftJoystick.GetInputDirection().y *_Character.VelocidadXY, 0f); Vector3 velocity = charTransform.localPosition + accelXY * Time.deltaTime; Vector3 velFixed = new Vector3( Mathf.Clamp(velocity.x, -_Character.MinRange.x, _Character.MaxRange.x), Mathf.Clamp(velocity.y, -_Character.MinRange.y, _Character.MaxRange.y), velocity.z ); charTransform.localPosition = velFixed; _Character.AnimacionEnX(_LeftJoystick.GetInputDirection().x); //aniPlayer.SetFloat(horizontalHash, xAxis, 0.1f, animationSpeed * Time.deltaTime); } } Quaternion newRot = Quaternion.Euler(-10f * _RightJoystick.GetInputDirection().y, 20f * _RightJoystick.GetInputDirection().x, 0f); _Character.Model.transform.localRotation = Quaternion.Lerp(_Character.Model.transform.localRotation, newRot, Time.deltaTime * _Character.VelocidadRotacion); transform.position += (transform.forward * _Character.VelocidadZ * Time.deltaTime); }
private void GetInputs() { leftJoystickInput = leftJoystick.GetInputDirection(); rightJoystickInput = rightJoystick.GetInputDirection(); leftJoystickX = leftJoystickInput.x; leftJoystickY = leftJoystickInput.y; rightJoystickX = rightJoystickInput.x; rightJoytsickY = rightJoystickInput.y; }
private void Update() { lastRotations.Add(rightJoystick.GetInputDirection()); while (lastRotations.Count > 16) { lastRotations.RemoveAt(0); } Quaternion quatA = lastRotations[0]; Quaternion quatB = lastRotations[1]; Quaternion quatC = lastRotations[2]; Quaternion quatD = lastRotations[3]; Quaternion quatE = lastRotations[4]; Quaternion quatF = lastRotations[5]; Quaternion quatG = lastRotations[6]; Quaternion quatH = lastRotations[7]; Quaternion quatI = lastRotations[8]; Quaternion quatJ = lastRotations[9]; Quaternion quatK = lastRotations[10]; Quaternion quatL = lastRotations[11]; Quaternion quatM = lastRotations[12]; Quaternion quatN = lastRotations[13]; Quaternion quatO = lastRotations[14]; Quaternion quatP = lastRotations[15]; Quaternion quatAB = Quaternion.Lerp(quatA, quatB, 0.5f); Quaternion quatCD = Quaternion.Lerp(quatC, quatD, 0.5f); Quaternion quatEF = Quaternion.Lerp(quatE, quatF, 0.5f); Quaternion quatGH = Quaternion.Lerp(quatG, quatH, 0.5f); Quaternion quatIJ = Quaternion.Lerp(quatI, quatJ, 0.5f); Quaternion quatKL = Quaternion.Lerp(quatK, quatL, 0.5f); Quaternion quatMN = Quaternion.Lerp(quatM, quatN, 0.5f); Quaternion quatOP = Quaternion.Lerp(quatO, quatP, 0.5f); Quaternion quatABCD = Quaternion.Lerp(quatAB, quatCD, 0.5f); Quaternion quatEFGH = Quaternion.Lerp(quatEF, quatGH, 0.5f); Quaternion quatIJKL = Quaternion.Lerp(quatIJ, quatKL, 0.5f); Quaternion quatMNOP = Quaternion.Lerp(quatMN, quatOP, 0.5f); Quaternion quatABCDEFGH = Quaternion.Lerp(quatABCD, quatEFGH, 0.5f); Quaternion quatIJKLMNOP = Quaternion.Lerp(quatIJKL, quatMNOP, 0.5f); Quaternion quatABCDEFGHIJKLMNOP = Quaternion.Lerp(quatABCDEFGH, quatIJKLMNOP, 0.5f); horizontal = rightJoystickInput.x; vertical = rightJoystickInput.y; angle = Mathf.Atan2(horizontal, vertical) * Mathf.Rad2Deg; angle = flipRot ? -angle : angle; rotationTarget.rotation = quatABCDEFGHIJKLMNOP; }
// Update is called once per frame void Update() { rightJoystickInput = ArmMover.GetComponent <ArmMover>().maxDistFromX *rightJoystick.GetInputDirection(); if (GetComponent <Rigidbody>().velocity.y < -4 || GetComponent <Rigidbody>().velocity.y > 4) { grounded = false; } if ((rightJoystickInput != Vector3.zero) || (hit)) { playerarm.enabled = true; LeanTween.moveX(ArmMover, PHand.transform.position.x + (ArmMover.GetComponent <ArmMover>().maxDistFromX *rightJoystickInput.x), 0.2f); LeanTween.moveY(ArmMover, PHand.transform.position.y + (ArmMover.GetComponent <ArmMover>().maxDistFromY *rightJoystickInput.y), 0.2f); //ArmMover.transform.position = new Vector3(PHand.transform.position.x + (ArmMover.GetComponent<ArmMover>().maxDistFromX * rightJoystickInput.x), PHand.transform.position.y + (ArmMover.GetComponent<ArmMover>().maxDistFromY * rightJoystickInput.y)); if (wepactive == false) { weapon.SetActive(true); wepactive = true; } } else { playerarm.enabled = false; ArmMover.transform.position = new Vector3(PHand.transform.position.x + rightJoystickInput.x, PHand.transform.position.y + rightJoystickInput.y); if (wepactive == true) { weapon.SetActive(false); wepactive = false; } } weapon.transform.position = weppos.transform.position; // weapon.transform.LookAt(new Vector3(PHand.transform.position.x + (ArmMover.GetComponent<ArmMover>().maxDistFromX * rightJoystickInput.x), PHand.transform.position.y + (ArmMover.GetComponent<ArmMover>().maxDistFromY * rightJoystickInput.y), 0)); }
void LateUpdate() { Vector3 angls = transform.rotation.eulerAngles; Vector3 l_vec = l_joy.GetInputDirection(); Vector3 r_vec = r_joy.GetInputDirection(); l_vec = l_vec * spd_drg.value; r_vec = r_vec * spd_drg.value; if (invert_axis) { transform.Rotate(l_vec.x, l_vec.y, 0); transform.Translate(r_vec.x, r_vec.y, 0); } else { transform.Rotate(0, l_vec.x, l_vec.y); transform.Translate(0, r_vec.x, r_vec.y); } }
private void FixedUpdate() { if (enabled) { leftJoystickInput = leftJoystick.GetInputDirection(); rightJoystickInput = rightJoystick.GetInputDirection(); float xLeftJoystick = leftJoystickInput.x; float yLeftJoystick = leftJoystickInput.y; float xRightJoystick = rightJoystickInput.x; float yRightJoystick = rightJoystickInput.y; // Left Joystick buttons bool W = yLeftJoystick > axisThreshold; bool A = xLeftJoystick < -rotationThreshold; bool S = yLeftJoystick < -axisThreshold; bool D = xLeftJoystick > rotationThreshold; // Right Joystick buttons bool I = yRightJoystick > axisThreshold; bool J = xRightJoystick < -axisThreshold; bool K = yRightJoystick < -axisThreshold; bool L = xRightJoystick > axisThreshold; // Connection to DroneMovementScript droneMovement.W = invertJoysticks ? I : W; droneMovement.A = invertJoysticks ? J : A; droneMovement.S = invertJoysticks ? K : S; droneMovement.D = invertJoysticks ? L : D; droneMovement.I = invertJoysticks ? W : I; droneMovement.J = invertJoysticks ? A : J; droneMovement.K = invertJoysticks ? S : K; droneMovement.L = invertJoysticks ? D : L; // DEBUG Canvas leftXText.text = xLeftJoystick.ToString(); leftYText.text = yLeftJoystick.ToString(); rightXText.text = xRightJoystick.ToString(); rightYText.text = yRightJoystick.ToString(); leftXText.color = (A || D) ? Color.green : Color.red; leftYText.color = (W || S) ? Color.green : Color.red; rightXText.color = (J || L) ? Color.green : Color.red; rightYText.color = (I || K) ? Color.green : Color.red; } }
private void FixedUpdate() { timeFirsAtt++; yoyoPower--; Cooldown--; if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { YoyoMoove = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { YoyoMoove = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { YoyoMoove = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { YoyoMoove = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { YoyoMoove = DirPlayer.direction / 4f; } YoyoMoove = YoyoMoove.normalized; if (YoyoMoove.magnitude != 0f && Cooldown < 150) { YoyoPower = YoyoMoove; } if (Cooldown <= 0) { if (YoyoMoove.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (YoyoMoove.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; GoOn = false; } } if (directionChosen) { source.PlayOneShot(PowerAbility); directionChosen = false; yoyoPower = 30; Cooldown = 200; TrailYOYO = YOYO.GetComponent <ParticleSystem>(); ParticleSystem.TrailModule trails = TrailYOYO.trails; rb.AddForce(new Vector3(0f, 75f, 0f), ForceMode2D.Impulse); trails.colorOverLifetime = new Color(1f, 1f, 1f); GoOn = true; } if (Cooldown > 150) { } if (Cooldown <= 0) { TrailYOYO = YOYO.GetComponent <ParticleSystem>(); ParticleSystem.TrailModule trails2 = TrailYOYO.trails; if (IsBlue) { trails2.colorOverLifetime = new Color(0f, 1f, 1f); GoOn = false; } else { trails2.colorOverLifetime = new Color(1f, 1f, 0f); GoOn = false; } } }
private void FixedUpdate() { Cooldown--; timeFirsAtt++; LineRenderer lineRenderer = filDuGrappin; Vector3 position = base.transform.position; float x = position.x; Vector3 position2 = base.transform.position; lineRenderer.SetPosition(0, new Vector3(x, position2.y, -2f)); LineRenderer lineRenderer2 = filDuGrappin; Vector3 position3 = bras.transform.position; float x2 = position3.x; Vector3 position4 = bras.transform.position; lineRenderer2.SetPosition(1, new Vector3(x2, position4.y, -2f)); Distance = (bras.transform.position - base.transform.position).magnitude; if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = DirPlayer.direction / 4f; } direction = direction.normalized; if (direction.magnitude != 0f) { power = direction; } rb.AddForce(direction * speed * Time.deltaTime); if (Cooldown <= 0) { if (direction.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (direction.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } } if (directionChosen) { if (isGrab) { timeGrab = 60; source.PlayOneShot(PowerAbility); directionChosen = false; rb.drag = 0f; rb.angularDrag = 1f; LineRenderer lineRenderer3 = filDuGrappin; Vector3 position5 = base.transform.position; float x3 = position5.x; Vector3 position6 = base.transform.position; lineRenderer3.SetPosition(0, new Vector3(x3, position6.y, -2f)); LineRenderer lineRenderer4 = filDuGrappin; Vector3 position7 = base.transform.position; float x4 = position7.x; Vector3 position8 = base.transform.position; lineRenderer4.SetPosition(1, new Vector3(x4, position8.y, -2f)); GrabStatic.GetComponent <Collider2D>().enabled = false; GrabStatic.GetComponent <SpriteRenderer>().enabled = false; GrabShoot.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll; GrabShoot.GetComponent <Collider2D>().enabled = true; GrabShoot.GetComponent <SpriteRenderer>().enabled = true; GrabShoot.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.None; GrabShoot.transform.position = GrabStatic.transform.position; GrabShoot.transform.rotation = GrabStatic.transform.rotation; rb.AddForce(power * shoot * 1.2f, ForceMode2D.Impulse); filDuGrappin.gameObject.SetActive(value: true); } isGrab = false; } GrabCount--; if (GrabCount > 0) { if (!isGrab) { Rigidbody2D component = bras.GetComponent <Rigidbody2D>(); Vector2 position9 = bras.GetComponent <Rigidbody2D>().position; Vector3 position10 = bras.transform.position; float x5 = position10.x; Vector3 position11 = base.transform.position; float x6 = x5 - position11.x; Vector3 position12 = bras.transform.position; float y = position12.y; Vector3 position13 = base.transform.position; Vector2 vector = new Vector2(x6, y - position13.y); component.MovePosition(position9 + vector.normalized * speed * Mathf.Log(Distance) * Time.fixedDeltaTime); if (Distance > 5f) { Rigidbody2D rigidbody2D = rb; Vector2 position14 = rb.position; Vector3 position15 = bras.transform.position; float x7 = position15.x; Vector3 position16 = base.transform.position; float x8 = x7 - position16.x; Vector3 position17 = bras.transform.position; float y2 = position17.y; Vector3 position18 = base.transform.position; Vector2 vector2 = new Vector2(x8, y2 - position18.y); rigidbody2D.MovePosition(position14 + vector2.normalized * ((0f - speed) / 4f) * Time.fixedDeltaTime); } } if (Distance < 2f) { GrabStatic.GetComponent <Collider2D>().enabled = true; GrabStatic.GetComponent <SpriteRenderer>().enabled = true; GrabShoot.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll; GrabShoot.GetComponent <Collider2D>().enabled = false; GrabShoot.GetComponent <SpriteRenderer>().enabled = false; LineRenderer lineRenderer5 = filDuGrappin; Vector3 position19 = base.transform.position; float x9 = position19.x; Vector3 position20 = base.transform.position; lineRenderer5.SetPosition(0, new Vector3(x9, position20.y, -2f)); LineRenderer lineRenderer6 = filDuGrappin; Vector3 position21 = base.transform.position; float x10 = position21.x; Vector3 position22 = base.transform.position; lineRenderer6.SetPosition(1, new Vector3(x10, position22.y, -2f)); filDuGrappin.gameObject.SetActive(value: false); isGrab = true; GrabCount = 0; } } else { GrabStatic.GetComponent <Rigidbody2D>().AddForce(direction * maniment * Time.fixedDeltaTime); } if (timeGrab > 0) { timeGrab--; } if (timeGrab == 1) { if (directionChosen) { directionChosen = false; base.gameObject.GetComponent <Rigidbody2D>().velocity = new Vector2(0f, 0f); } GrabStatic.GetComponent <Collider2D>().enabled = true; GrabStatic.GetComponent <SpriteRenderer>().enabled = true; GrabShoot.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll; GrabShoot.GetComponent <Collider2D>().enabled = false; GrabShoot.GetComponent <SpriteRenderer>().enabled = false; filDuGrappin.gameObject.SetActive(value: false); isGrab = true; GrabCount = 0; LineRenderer lineRenderer7 = filDuGrappin; Vector3 position23 = base.transform.position; float x11 = position23.x; Vector3 position24 = base.transform.position; lineRenderer7.SetPosition(0, new Vector3(x11, position24.y, -2f)); LineRenderer lineRenderer8 = filDuGrappin; Vector3 position25 = base.transform.position; float x12 = position25.x; Vector3 position26 = base.transform.position; lineRenderer8.SetPosition(1, new Vector3(x12, position26.y, -2f)); } }
private void FixedUpdate() { timeFirsAtt++; Cooldown--; rb.AddForce(direction * maniment * Time.fixedDeltaTime); if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = DirPlayer.direction / 4f; } direction = direction.normalized; if (direction.magnitude != 0f) { Power = direction; } if (Cooldown <= 0) { if (!PlayerOneOrTwo) { } if (direction.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (direction.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } if (isBlue) { symboleUlt.GetComponent <SpriteRenderer>().color = new Color(0f, 1f, 1f); } else { symboleUlt.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 0f); } } if (FireCooldown > 0) { FireCooldown--; if (FireCooldown == 2) { symboleUlt.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f); maniment /= 10f; fire.SetActive(value: false); } } if (directionChosen) { source.PlayOneShot(PowerAbility); Cooldown = 375; directionChosen = false; fire.SetActive(value: true); FireCooldown = 150; maniment *= 10f; StatePower = UnityEngine.Random.Range(0, 3); symboleUlt.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 0.3f); } }
private void FixedUpdate() { Jambecode1.WeaponMoove = Powerhit; Jambecode2.WeaponMoove = Powerhit; if (!PlayerOneOrTwo) { if (RecupHit < 30) { if (!SkinChoose.OnePlayer) { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else { direction = Powerhit / 2f; } if (direction.magnitude != 0f) { Powerhit = direction * 2f; } } else { if (RecupHit < 30) { if (!DirPlayer.AI) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = DirPlayer.direction / 4f; } } else { direction = Powerhit / 2f; } if (direction.magnitude != 0f) { Powerhit = direction * 2f; } } direction = direction.normalized; if (direction.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (direction.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } timeFirsAtt++; if (Propulsion <= -3.4f && zeroAtteintGaz) { zeroAtteintGaz = false; SwordCharge.startColor = Base; } if (zeroAtteintGaz) { Powerhit = new Vector2(0f, 0f); } if (RecupHit > 0) { RecupHit--; if (Propulsion <= 0f) { Propulsion += 0.07f; SwordCharge.SetPosition(1, new Vector3(0f, Propulsion)); if (Powerhit.x < 0f) { rbSword.AddRelativeForce(new Vector2(0f, speed2) * Time.fixedDeltaTime); } if (Powerhit.x > 0f) { rbSword.AddRelativeForce(new Vector2(0f, 0f - speed2) * Time.fixedDeltaTime); } } else { Powerhit.x = 0f; Powerhit.y = 0f; Propulsion = 0f; Gaz.SetActive(value: false); zeroAtteintGaz = true; } } else { rbSword.AddForce(direction * maniment * Time.fixedDeltaTime); } if (!directionChosen) { return; } SwordCharge.SetPosition(1, new Vector3(0f, Propulsion)); if (Propulsion <= -3.4f && timeFirsAtt > 100) { source.PlayOneShot(PowerAbility); RecupHit = 100; if (Powerhit.x > 0.1f) { direction.x = 0.12f; } if (Powerhit.x < -0.1f) { direction.x = -0.12f; } Gaz.SetActive(value: true); SwordCharge.startColor = new Color(0f, 0f, 0f); } if (RecupHit < 99) { direction.x = 0f; direction.y = 0f; } directionChosen = false; }
void FixedUpdate() { float tempClamp = parentCameraTarget.transform.localEulerAngles.x; //Debug.Log("CURRENT ANGLE -->" + tempClamp); // get input from both joysticks leftJoystickInput = leftJoystick.GetInputDirection(); rightJoystickInput = rightJoystick.GetInputDirection(); float xMovementLeftJoystick = leftJoystickInput.x; // The horizontal movement from joystick 01 float zMovementLeftJoystick = leftJoystickInput.y; // The vertical movement from joystick 01 float xMovementRightJoystick = rightJoystickInput.x; // The horizontal movement from joystick 01 float yMovementRightJoystick = rightJoystickInput.y; // The vertical movement from joystick 01 // if there is no input on the left joystick if (leftJoystickInput == Vector3.zero || rightJoystickInput == Vector3.zero) { animator.SetBool("isRunning", false); //Debug.Log("test"); } // if there is only input from the left joystick if (leftJoystickInput != Vector3.zero) { // calculate the player's direction based on angle float tempAngle = Mathf.Atan2(zMovementLeftJoystick, xMovementLeftJoystick); xMovementLeftJoystick *= Mathf.Abs(Mathf.Cos(tempAngle)); zMovementLeftJoystick *= Mathf.Abs(Mathf.Sin(tempAngle)); //Debug.Log(xMovementLeftJoystick + ", " + zMovementLeftJoystick); leftJoystickInput = new Vector3(xMovementLeftJoystick, 0, zMovementLeftJoystick); leftJoystickInput = transform.TransformDirection(leftJoystickInput); leftJoystickInput *= moveSpeed; // rotate the player to face the direction of input Vector3 temp = transform.position; temp.x += xMovementLeftJoystick; temp.z += zMovementLeftJoystick; Vector3 lookDirection = temp - transform.position; if (lookDirection != Vector3.zero) { // rotationTarget.localRotation = Quaternion.Slerp(rotationTarget.localRotation, Quaternion.LookRotation(lookDirection), rotationSpeed * Time.deltaTime); } if (animator != null) { animator.SetBool("isRunning", true); } // move the player //rigidBody.transform.Translate(leftJoystickInput * Time.fixedDeltaTime); // START HERE ----------------------------------------------------------------------------------------------------------------------------- moveSpeed = Mathf.Abs(zMovementLeftJoystick * moveSpeedMultiplier); rotationSpeed = Mathf.Abs(xMovementLeftJoystick * 200); if (zMovementLeftJoystick > 0) { //Debug.Log("FOWARD"); transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime); } if (zMovementLeftJoystick < 0) { transform.Translate(Vector3.back * moveSpeed * Time.deltaTime); //Debug.Log("BACKWARD"); } if (xMovementLeftJoystick > 0) { transform.Rotate(Vector3.up * rotationSpeed * Time.deltaTime); //Debug.Log("RIGHT"); } if (xMovementLeftJoystick < 0) { transform.Rotate(-Vector3.up * rotationSpeed * Time.deltaTime); //Debug.Log("LEFT"); } //Debug.Log(moveSpeed + " - " + rotationSpeed); // START HERE ----------------------------------------------------------------------------------------------------------------------------- } // if there is only input from the right joystick if (rightJoystickInput != Vector3.zero) { // calculate the player's direction based on angle float tempAngleRight = Mathf.Atan2(yMovementRightJoystick, xMovementRightJoystick); xMovementRightJoystick *= Mathf.Abs(Mathf.Cos(tempAngleRight)); yMovementRightJoystick *= Mathf.Abs(Mathf.Sin(tempAngleRight)); //Debug.Log(xMovementRightJoystick + ", " + yMovementRightJoystick); rightJoystickInput = new Vector3(xMovementRightJoystick, yMovementRightJoystick, 0); rightJoystickInput = parentCameraTarget.transform.TransformDirection(rightJoystickInput); rightJoystickInput *= moveSpeed; //Debug.Log("rightJoystickInput:" + rightJoystickInput); // rotate the player to face the direction of input Vector3 tempRight = cameraTarget.transform.position; tempRight.x += xMovementRightJoystick; tempRight.y += yMovementRightJoystick; tempRight.z = 0f; //Debug.Log("lookDirection:" + tempRight); Vector3 lookDirectionRight = tempRight - cameraTarget.transform.position; //Debug.Log("lookDirection:" + lookDirectionRight); xCameraRotationSpeed = Mathf.Abs(xMovementRightJoystick * 200); yCameraRotationSpeed = Mathf.Abs(yMovementRightJoystick * 200); float rotToPos = Mathf.Abs(yMovementRightJoystick * 360f); float rotToNeg = 360f - (Mathf.Abs(yMovementRightJoystick * 360f)); //Debug.Log("POS: " + rotToPos + ", NEG: " + rotToNeg); //apple += yMovementRightJoystick * yCameraRotationSpeed * Time.deltaTime; //parentCameraTarget.localRotation = Quaternion.Euler(-apple, 0f, 0f); Debug.Log(Input.GetAxis("Mouse Y")); float rotationYInput = yMovementRightJoystick * 500f * Time.deltaTime; Quaternion yQuaternion = Quaternion.AngleAxis(rotationYInput, -Vector3.right); Quaternion temp = parentCameraTarget.localRotation * yQuaternion; if (Quaternion.Angle(center, temp) < this.maxAngle) { parentCameraTarget.localRotation = temp; } //parentCameraTarget.localRotation = Quaternion.Slerp(parentCameraTarget.localRotation, Quaternion.LookRotation(new Vector3(0f, 1f, 0f)), Time.deltaTime * cameraRotationResetSpeed); //Quaternion rot = parentCameraTarget.transform.localRotation; //rot.eulerAngles = new Vector3 (apple, 0f, 0f); //parentCameraTarget.transform.localRotation = rot; //parentCameraTarget.transform.localEulerAngles = Quaternion.Euler(0f,apple,0f); //Debug.Log(yMovementRightJoystick + "--> " + apple); /* * //GLOBAL VAR * bool rotDirection = true; * //------------------------ * * if(yxMovementRightJoystick > 0) { * rotDirection = true; * } * * if(yMovementRightJoystick < 0) { * rotDirection = false; * } * * if(rotDirection == true){ * * } else { * * } * * */ if (xMovementRightJoystick > 0) { //Debug.Log("RIGHT → " + cameraTarget.transform); //cameraTarget.transform.Rotate(new Vector3(0f, 1f, 0f) * xCameraRotationSpeed * Time.deltaTime); } if (xMovementRightJoystick < 0) { //Debug.Log("← LEFT" + cameraTarget.transform); //cameraTarget.transform.Rotate(new Vector3(0f, -1f, 0f) * xCameraRotationSpeed * Time.deltaTime); } if (yMovementRightJoystick > 0) { //Debug.Log(yMovementRightJoystick + "UP ↑ " + tempClamp); if (tempClamp > 315f || tempClamp < 45f) { //parentCameraTarget.transform.Rotate(new Vector3(-1f, 0f, 0f) * yCameraRotationSpeed * Time.deltaTime); } } if (yMovementRightJoystick < 0) { //Debug.Log("DOWN ↓ " + tempClamp); // Check if the joystick is not floored to release the y lock if (yMovementRightJoystick > -0.98f) { if (tempClamp > 315f || tempClamp < 45f) { //parentCameraTarget.transform.Rotate(new Vector3(1f, 0f, 0f) * yCameraRotationSpeed * Time.deltaTime); } } } } else if (leftJoystickInput != Vector3.zero && rightJoystickInput == Vector3.zero) { // if the joystick is released then snap back to 0,0 // UNCOMMENT TO SNAP THE CAMERA BACK TO STARTING POINT parentCameraTarget.localRotation = Quaternion.Slerp(parentCameraTarget.localRotation, Quaternion.LookRotation(Vector3.zero), Time.deltaTime * cameraRotationResetSpeed); //cameraTarget.localRotation = Quaternion.Slerp(cameraTarget.localRotation, Quaternion.LookRotation(Vector3.zero), Time.deltaTime * cameraRotationResetSpeed); } else { //parentCameraTarget.localRotation = Quaternion.Slerp(parentCameraTarget.localRotation, Quaternion.LookRotation(Vector3.zero), Time.deltaTime * cameraRotationResetSpeed); } }
private void FixedUpdate() { if (!active) { return; } if (!PlayerOneOrTwo) { if (RecupHit < 30) { direction = leftJoystick.GetInputDirection(); } else { direction = Powerhit / 2f; } if (direction.magnitude != 0f) { Powerhit = direction * 2f; } } else { if (RecupHit < 30) { direction = rightJoystick.GetInputDirection(); } else { direction = Powerhit / 2f; } if (direction.magnitude != 0f) { Powerhit = direction * 2f; } } direction = direction.normalized; if (direction.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (direction.magnitude == 0f && PowerhitReady) { directionChosen = true; PowerhitReady = false; } timeFirsAtt++; if (Propulsion <= -3.4f && zeroAtteintGaz) { zeroAtteintGaz = false; SwordCharge.startColor = Base; } if (RecupHit > 0) { RecupHit--; if (Propulsion <= 0f) { Propulsion += 0.07f; SwordCharge.SetPosition(1, new Vector3(0f, Propulsion)); rb.MovePosition(rb.position + Powerhit * speed2 * Time.fixedDeltaTime); } else { Powerhit.x = 0f; Powerhit.y = 0f; Propulsion = 0f; Gaz.SetActive(value: false); zeroAtteintGaz = true; } } if (choctime < 1) { if (RecupHit <= 30) { rb.MovePosition(rb.position + direction * speed * Time.fixedDeltaTime); } } else { choctime--; } if (!directionChosen) { return; } SwordCharge.SetPosition(1, new Vector3(0f, Propulsion)); if ((double)Propulsion <= -3.1 && timeFirsAtt > 100) { RecupHit = 100; if (Powerhit.x > 0.1f) { direction.x = 0.12f; } if (Powerhit.x < -0.1f) { direction.x = -0.12f; } Gaz.SetActive(value: true); SwordCharge.startColor = new Color(0f, 0f, 0f); } if (RecupHit < 99) { direction.x = 0f; direction.y = 0f; } directionChosen = false; }
private void FixedUpdate() { CoolDownShoot++; Cooldown--; timeFirsAtt++; if (Cooldown > 220) { rb.MovePosition(rb.position + Power * speed * Time.fixedDeltaTime); } else { rb.constraints = RigidbodyConstraints2D.None; } if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = DirPlayer.direction / 4f; } direction = direction.normalized; rb.AddForce(direction * maniment * Time.fixedDeltaTime); if (direction.magnitude != 0f) { Power = direction; } if (Cooldown <= 0) { gunsprite.color = new Color(0f, 0f, 0f); if (direction.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (direction.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } } else if (!PlayerOneOrTwo) { gunsprite.color = new Color(1f, 1f, 1f); } else { gunsprite.color = new Color(1f, 1f, 1f); } if (!directionChosen) { return; } Cooldown = 90; directionChosen = false; source.PlayOneShot(PowerAbility); int num = 0; while (true) { if (num < SuperBullet.Length) { if (!SuperBullet[num].activeInHierarchy) { break; } num++; continue; } return; } SuperBullet[num].transform.position = base.transform.position; SuperBullet[num].transform.rotation = base.transform.rotation; SuperBullet[num].SetActive(value: true); BulletSpeed.x = Speed; SuperBullet[num].GetComponent <Rigidbody2D>().AddForce(Power * Speed, ForceMode2D.Impulse); SuperBullet[num].GetComponent <Rigidbody2D>().AddTorque(Speed * 2f); rb.MovePosition(rb.position + Power * speed / 2f * Time.fixedDeltaTime); }
private void FixedUpdate() { CoolDownShoot++; Cooldown--; timeFirsAtt++; if (Cooldown > 220) { rb.MovePosition(rb.position + Power * speed * Time.fixedDeltaTime); } else { rb.constraints = RigidbodyConstraints2D.None; } if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = DirPlayer.direction / 4f; } direction = direction.normalized; Rigidbody2D rigidbody2D = rb; Vector2 force = direction * maniment; Vector3 position = base.transform.position; float x = position.x; Vector3 position2 = base.transform.position; rigidbody2D.AddForceAtPosition(force, new Vector2(x, position2.y) + direction * 5f); if (direction.magnitude != 0f) { Power = direction; } if (Cooldown <= 0) { if (!PlayerOneOrTwo) { } if (direction.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (direction.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } } if (directionChosen) { directionChosen = false; BulletSpeed.x = 0f - Speed; if (TimePortal == 0) { source.PlayOneShot(PowerAbility1); Cooldown = 20; TimePortal = 1; SuperBullet2.transform.position = base.transform.position; SuperBullet2.transform.rotation = base.transform.rotation; SuperBullet2.SetActive(value: true); SuperBullet2.GetComponent <Rigidbody2D>().AddRelativeForce(BulletSpeed, ForceMode2D.Impulse); } else { source.PlayOneShot(PowerAbility2); Cooldown = 20; TimePortal = 0; SuperBullet1.transform.position = base.transform.position; SuperBullet1.transform.rotation = base.transform.rotation; SuperBullet1.SetActive(value: true); SuperBullet1.GetComponent <Rigidbody2D>().AddRelativeForce(BulletSpeed, ForceMode2D.Impulse); } } if (ReloadTime > 0) { ReloadTime--; } if (timeFirsAtt > 100 && direction.magnitude != 0f && ReloadTime < 1 && CoolDownShoot >= 40) { CoolDownShoot = 0; } }
private void FixedUpdate() { if (DoubleActive) { rb.AddForceAtPosition(direction * 15f * Time.fixedDeltaTime, base.transform.position, ForceMode2D.Impulse); } timeFirsAtt++; Cooldown--; rb.AddForce(direction * maniment * Time.fixedDeltaTime); if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = DirPlayer.direction / 4f; } direction = direction.normalized; if (direction.magnitude != 0f) { Power = direction; } if (Cooldown <= 0) { if (direction.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (direction.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } } if (MainSabre && Cooldown == 1) { forceEclairPower.gameObject.GetComponent <BoxCollider2D>().enabled = false; } if (!directionChosen) { return; } source.PlayOneShot(PowerAbility); Cooldown = 10; directionChosen = false; if (!MainSabre) { return; } if (!DoubleActive) { DoubleActive = true; base.gameObject.GetComponent <BoxCollider2D>().offset = new Vector2(0f, -1.610428f); base.gameObject.GetComponent <BoxCollider2D>().size = new Vector2(0.27f, 8.0871f); AutreSabre.SetActive(value: false); doubleSabreApp.SetActive(value: true); saberStat.DAMAGE = 0.068f; saberStat.chocpowerMember = 20f; saberStat.chocpowerSmallMember = 25f; saberStat.chocpowerWeapon = 7f; JointAngleLimits2D limits = mainHing.limits; limits.min = -180f; limits.max = 180f; mainHing.limits = limits; } else { DoubleActive = false; base.gameObject.GetComponent <BoxCollider2D>().offset = new Vector2(0f, -0.0724f); base.gameObject.GetComponent <BoxCollider2D>().size = new Vector2(0.27f, 5.011055f); AutreSabre.transform.position = base.transform.position; AutreSabre.SetActive(value: true); doubleSabreApp.SetActive(value: false); saberStat.DAMAGE = 0.03f; saberStat.chocpowerMember = 15f; saberStat.chocpowerSmallMember = 20f; saberStat.chocpowerWeapon = 5f; JointAngleLimits2D limits2 = mainHing.limits; limits2.min = -90f; limits2.max = 90f; mainHing.limits = limits2; } if (powerAcitavtion) { powerAcitavtion = false; if (power == 3) { float num = Mathf.Atan2(Power.y, Power.x) * 57.29578f; forceEclair.gameObject.SetActive(value: false); forceEclairPower.gameObject.transform.position = rb.transform.position; forceEclairPower.gameObject.transform.rotation = Quaternion.Euler(0f, 0f, num - 90f); forceEclairPower.gameObject.SetActive(value: false); forceEclairPower.gameObject.GetComponent <BoxCollider2D>().enabled = true; forceEclairPower.gameObject.SetActive(value: true); source.PlayOneShot(PowerAbilityElectric, 0.7f); } if (power == 5) { forcePunch.gameObject.SetActive(value: false); float num2 = Mathf.Atan2(Power.y, Power.x) * 57.29578f; forcePunchPower.gameObject.transform.position = rb.transform.position; forcePunchPower.gameObject.transform.rotation = Quaternion.Euler(0f, 0f, num2 - 90f); forcePunchPower.gameObject.GetComponent <BoxCollider2D>().enabled = true; forcePunchPower.gameObject.SetActive(value: true); source.PlayOneShot(PowerAbilityForcePunch, 0.8f); } } }
private void FixedUpdate() { PowerWeapon--; stunBras /= 1.4f; Charge--; if (!AI) { if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { direction = leftJoystick.GetInputDirection(); } else if (!SkinChoose.LeftUser) { direction = rightJoystick.GetInputDirection(); } else { direction = leftJoystick.GetInputDirection(); } } else { direction = rightJoystick.GetInputDirection(); } } else if (PowerWeapon < 0) { if (Charge < 0) { if (!SkinChoose.TwoPlayerSurvival) { direction = (GameObject.Find("Corps").transform.position - base.transform.position).normalized; } else { if (AiSuivrePlayer == 0) { direction = (GameObject.Find("Corps").transform.position - base.transform.position).normalized; } if (AiSuivrePlayer == 1) { if (!SkinChoose.TwoPlayerSurvival) { direction = (GameObject.Find("Corps").transform.position - base.transform.position).normalized; } else { direction = (GameObject.Find("Corps d").transform.position - base.transform.position).normalized; } } } } } else { direction = new Vector2(0f, 0f); } direction = new Vector2(direction.x + Devx, direction.y + Devy); direction = direction.normalized * ability; if (direction.y > 0f) { direction.y *= DirectionHaut; } if (IsHuman) { if (ColTime > 30) { if (direction.y > 0.7f) { if (AbilityBarre != null) { lol = ((float)AbilityControl + 1f) / 41f; AbilityBarre.color = new Color(lol, lol, lol, lol); AbilityBarre.transform.localScale = new Vector3(lol * 3f, 0.27f, 1f); } AbilityControl++; } else if (direction.y < -0.8f) { if (AbilityBarre != null) { lol = ((float)AbilityControl + 1f) / 61f; AbilityBarre.color = new Color(lol, lol, lol, lol); AbilityBarre.transform.localScale = new Vector3(lol * 3f, 0.27f, 1f); } AbilityControl++; } else { if (AbilityBarre != null) { AbilityBarre.color = new Color(0f, 0f, 0f, 0f); AbilityBarre.transform.localScale = new Vector3(0f, 0f, 0f); } AbilityControl = 0; } } else { AbilityControl = 0; if (AbilityBarre != null) { AbilityBarre.color = new Color(0f, 0f, 0f, 0f); AbilityBarre.transform.localScale = new Vector3(0f, 0f, 0f); } } if (Shield.gameObject != null && !Shield.gameObject.activeInHierarchy) { ShieldIntensity++; if (ShieldIntensity == 100) { Shield.GetComponent <DestroyInTime>().timeToDesactive = 140; Shield.GetComponent <BouclierAbility>().sizeMax = 6f; } } if (AbilityControl == 45) { AbilityControl = 0; if (AbilityBarre != null) { AbilityBarre.color = new Color(0f, 0f, 0f, 0f); AbilityBarre.transform.localScale = new Vector3(0f, 0f, 0f); } if (direction.y > 0.7f) { RelativeCorpsPoint.AddForce(direction * 175f, ForceMode2D.Impulse); source.PlayOneShot(PowerJump); } if (direction.y < -0.8f && Shield.gameObject != null) { Shield.transform.position = RelativeCorpsPoint.transform.position; float num = Shield.GetComponent <DestroyInTime>().timeToDesactive; Shield.GetComponent <DestroyInTime>().timeToDesactive = (int)(num / 1.4f); Shield.GetComponent <BouclierAbility>().sizeMax = Shield.GetComponent <BouclierAbility>().sizeMax / 1.4f; Shield.gameObject.SetActive(value: false); Shield.gameObject.SetActive(value: true); timeShield = 10; ShieldIntensity = 0; if (Shield.GetComponent <BouclierAbility>().sizeMax / 6f > 0.2f) { source.PlayOneShot(PowerBlock, 1f); } } } if (timeShield > 0) { timeShield--; if (timeShield != 1) { RelativeCorpsPoint.velocity = new Vector2(0f, 0f); } } } if (ColTime > 0) { DirectionHaut = 1f; ColTime--; } else { DirectionHaut = 0f; } if (stunBras <= 1f) { rb.MovePosition(rb.position + direction * speed * PauseCherche * Time.fixedDeltaTime); ability = 1f; } }
void FixedUpdate() { if (!controllable) { return; } bool shot = false; float gunTime = getGunTime(); if (gunTime > -1f) { time += Time.deltaTime; if (time >= gunTime) { time = 0f; shot = true; } } else { time = 0f; } leftJoystickInput = leftJoystick.GetInputDirection(); rightJoystickInput = rightJoystick.GetInputDirection(); Vector3 v = new Vector3(leftJoystickInput.x, leftJoystickInput.y, 0f); transform.position += v * Time.deltaTime * moveSpeed; float a; if (rightJoystickInput.x == 0 && rightJoystickInput.y == 0) { a = Mathf.Atan2(leftJoystickInput.x, leftJoystickInput.y) * Mathf.Rad2Deg; } else { a = Mathf.Atan2(rightJoystickInput.x, rightJoystickInput.y) * Mathf.Rad2Deg; playGun(); } if (a == 0) { a = angle; } else { angle = a; } if (!(rightJoystickInput.x == 0 && rightJoystickInput.y == 0) && spawn != null && shot && bullets > 0) { playGun(); if (bullets == 0 && gun != Gun.ARMS) { SetGun(Gun.ARMS); } } toRotation = Quaternion.Euler(new Vector3(0, 0, -a)); GameObject.FindGameObjectWithTag("BulletsCounter").GetComponent <Text>().text = bullets.ToString(); }
private void FixedUpdate() { distance = (Bras.transform.position - base.transform.position).magnitude; timeFirsAtt++; yoyoPower--; Cooldown--; rb.AddForce(YoyoMoove * maniment * Time.fixedDeltaTime); if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { YoyoMoove = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { YoyoMoove = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { YoyoMoove = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { YoyoMoove = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { YoyoMoove = DirPlayer.direction / 4f; } YoyoMoove = YoyoMoove.normalized; if (YoyoMoove.magnitude != 0f && Cooldown < 150) { YoyoPower = YoyoMoove; } if (Cooldown <= 0) { if (YoyoMoove.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (YoyoMoove.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } } if (directionChosen) { if (Power == 0) { source.PlayOneShot(PowerAbility); yoyoPower = 30; rb.GetComponent <Transform>().localScale = base.transform.localScale * 1.7f; rb.drag = 10000f; } else { Shockwave.transform.position = base.transform.position; Shockwave.transform.rotation = base.transform.rotation; Shockwave.transform.Rotate(0f, 0f, -90f, Space.Self); Shockwave.SetActive(value: true); Shockwave.GetComponent <Rigidbody2D>().AddRelativeForce(new Vector2(0f, 60f), ForceMode2D.Impulse); source.PlayOneShot(ShockWave); } ImageIsReady.color = new Color(0.7f, 0.7f, 0.7f); Cooldown = 200; directionChosen = false; } if (Power == 0) { if (Cooldown == 120) { rb.drag = 0f; rb.GetComponent <Transform>().localScale = base.transform.localScale / 1.7f; } if (yoyoPower <= 0) { rb.constraints = RigidbodyConstraints2D.None; Bras.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.None; avantBras.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.None; Corps.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.None; } if (Cooldown > 150) { rb.constraints = RigidbodyConstraints2D.FreezeRotation; Bras.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeRotation; avantBras.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeRotation; Corps.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeRotation; rb.MovePosition(rb.position + YoyoPower * 40f * Time.fixedDeltaTime); } } if (Cooldown != 0) { return; } Power = UnityEngine.Random.Range(0, 2); if (Power == 0) { if (IsBlue) { ImageIsReady.color = new Color(0f, 1f, 1f); } else { ImageIsReady.color = new Color(1f, 1f, 0f); } } else { ImageIsReady.color = new Color(1f, 0f, 0f); } }
private void FixedUpdate() { timeFirsAtt++; yoyoPower--; Cooldown--; rb.AddForce(YoyoMoove * speed * Time.fixedDeltaTime); if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { YoyoMoove = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { YoyoMoove = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { YoyoMoove = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { YoyoMoove = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { YoyoMoove = DirPlayer.direction / 4f; } YoyoMoove = YoyoMoove.normalized; if (YoyoMoove.magnitude != 0f && Cooldown < 150) { YoyoPower = YoyoMoove; } if (Cooldown <= 0) { if (YoyoMoove.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (YoyoMoove.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } } if (directionChosen) { directionChosen = false; yoyoPower = 30; Cooldown = 200; ImageIsReady.color = new Color(1f, 1f, 1f); rb.constraints = RigidbodyConstraints2D.FreezeRotation; } if (Cooldown > 130) { if (AvantArriere) { HingeJoint2D jointManche = JointManche; Vector2 anchor = JointManche.anchor; jointManche.anchor = new Vector2(0f, anchor.y - NewAnchorSpeed / 1.5f); avant = false; } else { HingeJoint2D jointManche2 = JointManche; Vector2 anchor2 = JointManche.anchor; jointManche2.anchor = new Vector2(0f, anchor2.y + NewAnchorSpeed); rb.AddForce(YoyoPower * 5f * speed * Time.fixedDeltaTime); if (!avant) { source.PlayOneShot(PowerAbility); avant = true; } } Vector2 anchor3 = JointManche.anchor; if (anchor3.y > 0.65f) { AvantArriere = true; } Vector2 anchor4 = JointManche.anchor; if (anchor4.y < -0.1f) { AvantArriere = false; } } if (Cooldown == 130) { JointManche.anchor = new Vector2(0f, -0.1f); rb.constraints = RigidbodyConstraints2D.None; } if (Cooldown <= 0) { if (IsBlue) { ImageIsReady.color = new Color(0f, 1f, 1f); } else { ImageIsReady.color = new Color(1f, 1f, 0f); } } }
private void FixedUpdate() { timeFirsAtt++; yoyoPower--; Cooldown--; rb.AddForce(YoyoMoove * speed * Time.fixedDeltaTime); if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { YoyoMoove = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { YoyoMoove = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { YoyoMoove = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { YoyoMoove = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { YoyoMoove = DirPlayer.direction / 4f; } YoyoMoove = YoyoMoove.normalized; if (YoyoMoove.magnitude != 0f && Cooldown < 150) { YoyoPower = YoyoMoove; } if (Cooldown <= 0) { if (YoyoMoove.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (YoyoMoove.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } } if (directionChosen) { ParticleSystem.MainModule main = TrailBaguette.main; main.startColor = new Color(1f, 1f, 1f, 0f); directionChosen = false; Encre.SetActive(value: false); Encre.transform.position = base.transform.position; Encre.transform.rotation = base.transform.rotation; Encre.SetActive(value: true); Encre.GetComponent <Rigidbody2D>().AddForce(YoyoPower * 140f, ForceMode2D.Impulse); yoyoPower = 30; Cooldown = 225; ImageIsReady.color = new Color(1f, 1f, 1f); source.PlayOneShot(PowerAbility, 0.5f); } if (Cooldown <= 0) { if (IsBlue) { ParticleSystem.MainModule main1 = TrailBaguette.main; main1.startColor = new Color(0f, 1f, 1f, 1f); ImageIsReady.color = new Color(0f, 1f, 1f); } else { ParticleSystem.MainModule main2 = TrailBaguette.main; main2.startColor = new Color(1f, 1f, 0f, 1f); ImageIsReady.color = new Color(1f, 1f, 0f); } } }
private void FixedUpdate() { CoolDownShoot++; Cooldown--; timeFirsAtt++; if (Cooldown > 220) { rb.MovePosition(rb.position + Power * speed * Time.fixedDeltaTime); } else { rb.constraints = RigidbodyConstraints2D.None; } if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = DirPlayer.direction / 4f; } direction = direction.normalized; rb.AddForce(direction * maniment * Time.fixedDeltaTime); if (direction.magnitude != 0f) { Power = direction; } if (Cooldown <= 0) { if (!PlayerOneOrTwo) { gunsprite.color = new Color(0f, 0.7f, 1f); } else { gunsprite.color = new Color(1f, 0f, 0f); } if (direction.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (direction.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } } else { gunsprite.color = new Color(0f, 0f, 0f); } if (directionChosen) { source.PlayOneShot(PowerAbilityBigShot); Cooldown = 190; directionChosen = false; SuperBullet.transform.position = base.transform.position; SuperBullet.transform.rotation = base.transform.rotation; SuperBullet.SetActive(value: true); BulletSpeed.y = Speed; SuperBullet.GetComponent <Rigidbody2D>().AddRelativeForce(BulletSpeed * 1.5f, ForceMode2D.Impulse); rb.constraints = RigidbodyConstraints2D.FreezeRotation; rb.MovePosition(rb.position + Power * speed * Time.fixedDeltaTime); SuperBullet1.transform.position = base.transform.position; SuperBullet1.transform.rotation = base.transform.rotation; SuperBullet1.transform.Rotate(0f, 0f, 10f, Space.Self); SuperBullet1.SetActive(value: true); SuperBullet1.GetComponent <Rigidbody2D>().AddRelativeForce(BulletSpeed * 1.5f, ForceMode2D.Impulse); SuperBullet2.transform.position = base.transform.position; SuperBullet2.transform.rotation = base.transform.rotation; SuperBullet2.transform.Rotate(0f, 0f, -10f, Space.Self); SuperBullet2.SetActive(value: true); SuperBullet2.GetComponent <Rigidbody2D>().AddRelativeForce(BulletSpeed * 1.5f, ForceMode2D.Impulse); } if (ReloadTime > 0) { ReloadTime--; } if (timeFirsAtt <= 100 || direction.magnitude == 0f || ReloadTime >= 1 || CoolDownShoot < 40) { return; } CoolDownShoot = 0; int num = 0; while (true) { if (num < arrow.Length) { if (!arrow[num].activeInHierarchy) { break; } num++; continue; } return; } source.PlayOneShot(PowerAbility); ShootNumber++; if (ShootNumber >= 4) { ReloadTime = 110; ShootNumber = 0; Fumer.SetActive(value: true); } arrow[num].transform.position = base.transform.position; arrow[num].transform.rotation = base.transform.rotation; arrow[num].SetActive(value: true); BulletSpeed.y = Speed; arrow[num].GetComponent <Rigidbody2D>().AddRelativeForce(BulletSpeed, ForceMode2D.Impulse); rb.MovePosition(rb.position + Power * speed / 2f * Time.fixedDeltaTime); }
void FixedUpdate() { // get input from both joysticks leftJoystickInput = leftJoystick.GetInputDirection(); rightJoystickInput = rightJoystick.GetInputDirection(); float xMovementLeftJoystick = leftJoystickInput.x; // The horizontal movement from joystick 01 float zMovementLeftJoystick = leftJoystickInput.y; // The vertical movement from joystick 01 float xMovementRightJoystick = rightJoystickInput.x; // The horizontal movement from joystick 02 float zMovementRightJoystick = rightJoystickInput.y; // The vertical movement from joystick 02 // if there is no input on the left joystick if (leftJoystickInput == Vector3.zero) { animator.SetBool("isRunning", false); } // if there is no input on the right joystick if (rightJoystickInput == Vector3.zero) { animator.SetBool("isAttacking", false); } // if there is only input from the left joystick if (leftJoystickInput != Vector3.zero && rightJoystickInput == Vector3.zero) { // calculate the player's direction based on angle float tempAngle = Mathf.Atan2(zMovementLeftJoystick, xMovementLeftJoystick); xMovementLeftJoystick *= Mathf.Abs(Mathf.Cos(tempAngle)); zMovementLeftJoystick *= Mathf.Abs(Mathf.Sin(tempAngle)); leftJoystickInput = new Vector3(xMovementLeftJoystick, 0, zMovementLeftJoystick); leftJoystickInput = transform.TransformDirection(leftJoystickInput); leftJoystickInput *= moveSpeed; // rotate the player to face the direction of input Vector3 temp = transform.position; temp.x += xMovementLeftJoystick; temp.z += zMovementLeftJoystick; Vector3 lookDirection = temp - transform.position; if (lookDirection != Vector3.zero) { rotationTarget.localRotation = Quaternion.Slerp(rotationTarget.localRotation, Quaternion.LookRotation(lookDirection), rotationSpeed * Time.deltaTime); } if (animator != null) { animator.SetBool("isRunning", true); } // move the player rigidBody.transform.Translate(leftJoystickInput * Time.fixedDeltaTime); } // if there is only input from the right joystick if (leftJoystickInput == Vector3.zero && rightJoystickInput != Vector3.zero) { // calculate the player's direction based on angle float tempAngle = Mathf.Atan2(zMovementRightJoystick, xMovementRightJoystick); xMovementRightJoystick *= Mathf.Abs(Mathf.Cos(tempAngle)); zMovementRightJoystick *= Mathf.Abs(Mathf.Sin(tempAngle)); // rotate the player to face the direction of input Vector3 temp = transform.position; temp.x += xMovementRightJoystick; temp.z += zMovementRightJoystick; Vector3 lookDirection = temp - transform.position; if (lookDirection != Vector3.zero) { rotationTarget.localRotation = Quaternion.Slerp(rotationTarget.localRotation, Quaternion.LookRotation(lookDirection) * Quaternion.Euler(0, 45f, 0), rotationSpeed * Time.deltaTime); } animator.SetBool("isAttacking", true); } // if there is input from both joysticks (Left And Right) if (leftJoystickInput != Vector3.zero && rightJoystickInput != Vector3.zero) { // calculate the player's direction based on angle float tempAngleInputRightJoystick = Mathf.Atan2(zMovementRightJoystick, xMovementRightJoystick); xMovementRightJoystick *= Mathf.Abs(Mathf.Cos(tempAngleInputRightJoystick)); zMovementRightJoystick *= Mathf.Abs(Mathf.Sin(tempAngleInputRightJoystick)); // rotate the player to face the direction of input Vector3 temp = transform.position; temp.x += xMovementRightJoystick; temp.z += zMovementRightJoystick; Vector3 lookDirection = temp - transform.position; if (lookDirection != Vector3.zero) { rotationTarget.localRotation = Quaternion.Slerp(rotationTarget.localRotation, Quaternion.LookRotation(lookDirection) * Quaternion.Euler(0, 45f, 0), rotationSpeed * Time.deltaTime); } animator.SetBool("isAttacking", true); // calculate the player's direction based on angle float tempAngleLeftJoystick = Mathf.Atan2(zMovementLeftJoystick, xMovementLeftJoystick); xMovementLeftJoystick *= Mathf.Abs(Mathf.Cos(tempAngleLeftJoystick)); zMovementLeftJoystick *= Mathf.Abs(Mathf.Sin(tempAngleLeftJoystick)); leftJoystickInput = new Vector3(xMovementLeftJoystick, 0, zMovementLeftJoystick); leftJoystickInput = transform.TransformDirection(leftJoystickInput); leftJoystickInput *= moveSpeed; if (animator != null) { animator.SetBool("isRunning", true); } // move the player rigidBody.transform.Translate(leftJoystickInput * Time.fixedDeltaTime); } }
private void FixedUpdate() { timeFirsAtt++; Cooldown--; rb.AddForce(direction * maniment * Time.fixedDeltaTime); if (!PlayerOneOrTwo) { if (!SkinChoose.OnePlayer) { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } else if (!SkinChoose.LeftUser) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = leftJoystick.GetInputDirection(); JoystickOnZero = leftJoystick.IsTouching; } } else if (!DirPlayer.AI) { direction = rightJoystick.GetInputDirection(); JoystickOnZero = rightJoystick.IsTouching; } else { direction = DirPlayer.direction / 4f; } direction = direction.normalized; if (direction.magnitude != 0f) { Power = direction; } if (Cooldown <= 0) { if (Cooldown == 0) { StatePower = UnityEngine.Random.Range(0, 3); Logo.SetActive(value: true); if (StatePower == 0) { TntLogo.SetActive(value: true); } if (StatePower == 1) { RockLogo.SetActive(value: true); } if (StatePower == 2) { PistonLogo.SetActive(value: true); } } if (direction.magnitude > 0.2f && timeFirsAtt > 100) { PowerhitReady = true; } if (direction.magnitude == 0f && PowerhitReady && !JoystickOnZero) { directionChosen = true; PowerhitReady = false; } symboleUlt.GetComponent <SpriteRenderer>().enabled = false; } if (directionChosen) { source.PlayOneShot(PowerAbility); Cooldown = 150; directionChosen = false; Logo.SetActive(value: false); if (StatePower == 0) { Tnt.gameObject.SetActive(value: false); Tnt.transform.position = base.transform.position; Tnt.gameObject.SetActive(value: true); Tnt.GetComponent <Rigidbody2D>().AddForce(Power * 4f, ForceMode2D.Impulse); TntLogo.SetActive(value: false); } if (StatePower == 1) { Rock.gameObject.SetActive(value: false); Rock.transform.position = base.transform.position; Rock.transform.rotation = base.transform.rotation; Rock.transform.Translate(-2f, 0f, 0f, Space.Self); Rock.transform.rotation = new Quaternion(0f, 0f, 0f, 1f); Rock.gameObject.SetActive(value: true); RockLogo.SetActive(value: false); } if (StatePower == 2) { Piston.gameObject.SetActive(value: false); Piston.transform.position = base.transform.position; Piston.transform.rotation = base.transform.rotation; Piston.transform.Translate(-2f, 0f, 0f, Space.Self); Piston.transform.Rotate(0f, 0f, 180f, Space.Self); Piston.gameObject.SetActive(value: true); PistonLogo.SetActive(value: false); } symboleUlt.GetComponent <SpriteRenderer>().enabled = true; } }