void Start() { animator = GetComponent <Animator>(); m = GameObject.FindGameObjectWithTag("Manager").GetComponent <Manager>(); rp = GameObject.FindGameObjectWithTag("RespawnPoint2"); s2 = GameObject.FindGameObjectWithTag("Shield2").GetComponent <Shield2>(); this.BroadcastMessage("TemporaryShield"); s2.GetComponent <AudioSource>().Play(); }
void Start() { m = GameObject.FindGameObjectWithTag("Manager").GetComponent <Manager>(); //if(s.enabled) s = GameObject.FindGameObjectWithTag("Shield").GetComponent <Shield>(); s2 = GameObject.FindGameObjectWithTag("Shield2").GetComponent <Shield2>(); PauseUI.SetActive(false); }
// Update is called once per frame void Update() { float inputX = Input.GetAxis("Horizontal2"); float inputY = Input.GetAxis("Vertical2"); movement = new Vector2( speed.x * inputX, speed.y * inputY); // Astuce pour ceux sous Mac car Ctrl + flèches est utilisé par le système Shield2 shield = GetComponentInChildren <Shield2>(); if (Input.GetButton("Fire2")) { shield.Protect(movement); } if (Input.GetButton("RotaD2")) { shield.RotaGauche(); } if (Input.GetButton("RotaG2")) { shield.RotaDroite(); } WeaponShoot weapon = GetComponent <WeaponShoot>(); if (weapon != null) { // false : le joueur n'est pas un ennemi weapon.Attack(false, 0); } var dist = (transform.position - Camera.main.transform.position).z; var leftBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 0, dist) ).x; var rightBorder = Camera.main.ViewportToWorldPoint( new Vector3(1, 0, dist) ).x; var topBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 0, dist) ).y; var bottomBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 1, dist) ).y; transform.position = new Vector3( Mathf.Clamp(transform.position.x, leftBorder, rightBorder), Mathf.Clamp(transform.position.y, topBorder, bottomBorder), transform.position.z ); }