//Called after moving forward and rotating private void ResetShip() { shipSpeed = ShipSpeed.None; loadedCannon = LoadedCannon.None; turnDirection = TurnDirection.None; rightCollider.enabled = false; leftCollider.enabled = false; }
public ShipData() { this._Name = "???"; this._AdditionalName = ""; this._TypeName = "???"; this._ShipType = 0; this._Situation = ShipSituation.None; this._Slots = new ShipSlotData[0]; this._ShipSpeed = ShipSpeed.Immovable; }
void Start() { shipSpeed = new ShipSpeed(minSpeed, maxSpeed); shipRotation = new ShipRotation(); shipRb = GetComponent <Rigidbody>(); speedText = speedTextObj.GetComponent <TextMeshPro>(); if (speedText) { speedText.text = shipSpeed.speed.ToString(); } engineText = engineTextObj.GetComponent <TextMeshPro>(); }
// TODO ajouter un PlayerBundle ou un PlayerInfo ou un truc dans ce genre public SpacePlayer(PlayerIndex playerIndex, SpaceShipDescription description) : base() { AssetName = description.AssetName; _playerIndex = playerIndex; _shipSpeed = description.ShipSpeed; _playerProfile = new PlayerProfile(String.Format("Player {0}", ((int)playerIndex) + 1), (int)playerIndex); _firstWeaponType = (WeaponType)description.PrimaryWeaponId; _secondWeaponType = (WeaponType)description.SecondaryWeaponId; _bonusLevel = BonusLevel.None; VelocityMax = 0.95f; ForceInsideScreen = true; _live = 3; // TODO : case _shields = new YnSprite("Ship/Shield/Shields"); _weaponManager = new WeaponManager(this); _weaponManager.Initialized = true; _weaponManager.AssetsLoaded = true; LayerDepth = 0.4f; _playerTouchedTimer = new YnTimer(1500, 0); _playerTouchedTimer.Completed += _playerTouchedTimer_Completed; #if COMPLETE kinect = KinectSensorController.Instance; if (_playerIndex == PlayerIndex.One) { _kinectPlayerIndex = KinectPlayerIndex.One; } else if (_playerIndex == PlayerIndex.Two) { _kinectPlayerIndex = KinectPlayerIndex.Two; } #endif LoadContent(); }
public void setShipSpeed(int newSpeed) { if (newSpeed == 0) { shipSpeed = ShipSpeed.None; } if (newSpeed == 1) { shipSpeed = ShipSpeed.HalfMast; } if (newSpeed == 2) { shipSpeed = ShipSpeed.FullMast; } }
public static string ToDisplayString(this ShipSpeed speed) { switch (speed) { case ShipSpeed.Fastest: return("最速"); case ShipSpeed.Faster: return("高速+"); case ShipSpeed.Fast: return("高速"); case ShipSpeed.Slow: return("低速"); default: return(""); } }
public void SetShipSpeed(string speed) { shipSpeed = (ShipSpeed)System.Enum.Parse(typeof(ShipSpeed), speed); }