コード例 #1
0
    public void Fire()
    {
        //Debug.Log("Projectile: Fire()");
        hasLaunched = true;
        _Sfx.PlaySound(0);

        if (!invertDirection)
        {
            travelDirection = Vector3.right;
        }
        else
        {
            travelDirection = -Vector3.right;
        }
        transform.parent = null;
        Destroy(gameObject, lifetime);
    }
コード例 #2
0
    private void Update()
    {
        // NOTE: to add support to a joystick right stick, store the vector direction of
        // that stick and add that to all the logic that's being handled by MouseInput

        // Added here for testing and quickly pausing to create showcasing stuff
        if (Input.GetKeyDown(KeyCode.Space))
        {
            paused = !paused;
            if (paused)
            {
                Time.timeScale = 0.0001f;
            }
            else
            {
                Time.timeScale = 1f;
            }
        }

        if (paused)
        {
            return;
        }

        // simple movement with Translate
        Vector3 moveInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));

        transform.Translate(moveInput * Time.deltaTime * moveSpeed);

        // conditions to determine if the animation should be walking forward, walking backwards or Idle
        if ((moveInput.x > 0 || moveInput.y > 0) && MouseInput.directionFromPlayerToMouseWorldPos.x > 0)
        {
            PlayAnimation("WalkForward");
        }
        else if ((moveInput.x > 0 || moveInput.y > 0) && MouseInput.directionFromPlayerToMouseWorldPos.x < 0)
        {
            PlayAnimation("WalkBackwards");
        }
        else if ((moveInput.x < 0 || moveInput.y < 0) && MouseInput.directionFromPlayerToMouseWorldPos.x < 0)
        {
            PlayAnimation("WalkForward");
        }
        else if ((moveInput.x < 0 || moveInput.y < 0) && MouseInput.directionFromPlayerToMouseWorldPos.x > 0)
        {
            PlayAnimation("WalkBackwards");
        }
        else
        {
            PlayAnimation("Idle");
        }

        // conditions to switch between arms and update their behaviours
        if (MouseInput.directionFromPlayerToMouseWorldPos.x < -0.1f)
        {
            // Update all LookAt2Dv1 on leftDirectionLookAt array
            // needs to be done from this script to avoid snapping movements when
            // the arm got disabled with a rotation that's opposite to the new rotation when enabled again
            UpdateLookAtArray(-1);
            if (leftDirectionShoulder != null)
            {
                leftDirectionShoulder.UpdateRotation();
            }

            // bool to do this action once
            if (isRightDirection)
            {
                // invert the hips
                if (hips != null)
                {
                    hips.transform.localScale -= Vector3.right * 2;
                }

                // actual method to switch the arms
                ArmsSetActive(-1);

                // stop this action
                isRightDirection = false;
            }
        }
        else if (MouseInput.directionFromPlayerToMouseWorldPos.x > 0.1f)
        {
            // Update all LookAt2Dv1 on leftDirectionLookAt array
            // needs to be done from this script to avoid snapping movements when
            // the arm got disabled with a rotation that's opposite to the new rotation when enabled again
            UpdateLookAtArray(1);
            if (rightDirectionShoulder != null)
            {
                rightDirectionShoulder.UpdateRotation();
            }

            if (!isRightDirection)
            {
                // invert the hips
                if (hips != null)
                {
                    hips.transform.localScale += Vector3.right * 2;
                }

                // actual method to switch the arms
                ArmsSetActive(1);

                // stop this action
                isRightDirection = true;
            }
        }

        // get mouse input while holding left click
        if (Input.GetMouseButton(0) && !isCharging)
        {
            FireWeapon();
        }

        if (Input.GetKeyDown(KeyCode.Q))
        {
            currentProjectile++;
            if (currentProjectile > 1)
            {
                currentProjectile = 0;
            }
            SetWeaponProjectile(currentProjectile);
        }

        #region Charged Shot - This should go into the weapon class, but I decided to do it in here for a faster implementation

        if (Input.GetMouseButtonDown(1))
        {
            CameraShake.Shake(chargeDelay, 0.05f, 1f);
            isCharging = true;
            SetActiveChargeParticle(true);
            if (chargeSFX != null)
            {
                chargeSFX.PlaySound();
            }
        }

        if (Input.GetMouseButton(1) && isCharging && !isCharged)
        {
            chargeTime += Time.deltaTime;
            SetChargePFXScale(chargeTime);
            if (chargeTime >= chargeDelay)
            {
                isCharged  = true;
                isCharging = false;
                FireWeapon(1);
                SetChargePFXScale(1f);
                SetActiveChargeParticle(false);
                chargeTime = 0.0f;
            }
        }
        if (Input.GetMouseButtonUp(1))
        {
            if (isCharged)
            {
                isCharged  = false;
                isCharging = false;
            }
            else
            {
                CameraShake.Shake(0f, 0f, 0f);
                isCharging = false;
                chargeSFX.StopSound();
                SetChargePFXScale(1f);
                chargeTime = 0.0f;
            }
            SetActiveChargeParticle(false);
        }
        #endregion

        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            SetWeaponProperties(0.125f);
        }

        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            SetWeaponProperties(0.05f);
        }
    }