// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.F)) { firstPersonCamera.MoveToTopOfPrioritySubqueue(); } if (Input.GetKeyUp(KeyCode.F)) { thirdPersonCamera.MoveToTopOfPrioritySubqueue(); } if (Input.GetKey(KeyCode.Comma)) { thirdPersonCamera.transform.RotateAround(transform.parent.position, new Vector3(0, 1, 0), rotateSpeed * Time.deltaTime); } if (Input.GetKey(KeyCode.Period)) { thirdPersonCamera.transform.RotateAround(transform.parent.position, new Vector3(0, -1, 0), rotateSpeed * Time.deltaTime); } if (Input.GetKeyDown(KeyCode.Slash)) { thirdPersonCamera.transform.position = transform.parent.position + new Vector3(-6, 4, -2); thirdPersonCamera.transform.LookAt(transform.parent); } }
// Update is called once per frame void Update() { if (player.selected == true && Time.timeScale > 0.1f) { if (Input.GetButtonDown("Action1")) { drone_control = !drone_control; justSelected = true;//force update } if (justSelected) { justSelected = false; if (drone_control == true) { player.controllable = false;//disable squirrel movement drone_camera.MoveToTopOfPrioritySubqueue(); listener.parent = drone_camera.Follow; listener.localPosition = Vector3.zero; //Debug.Log("dr1"); if (gameObject.layer == LayerMask.NameToLayer("Player_inside"))//player inside, then switch camera layer to outside { player.SetDisplayedLayer(LayerMask.NameToLayer("Player_outside")); } Camera.main.GetComponent <GlobalPlayerControl>().DisplaySelected("drone (q: drone pilot)"); } else { player.controllable = true;//enable squirrel movement player_camera.MoveToTopOfPrioritySubqueue(); listener.parent = player_camera.Follow; listener.localPosition = Vector3.zero; //Debug.Log("pl1"); if (gameObject.layer == LayerMask.NameToLayer("Player_inside"))//player inside, then switch camera layer to inside { player.SetDisplayedLayer(LayerMask.NameToLayer("Player_inside")); } Camera.main.GetComponent <GlobalPlayerControl>().DisplaySelected(name); } } } else { justSelected = true;//force update next time we select this player } //ensure drone and shoot also receives the status m_Drone.drone_control = drone_control; m_Drone.selected = player.selected; shoot.canShoot = !drone_control; }