} // END - Player gun elevation. void PlayerChangeMode() { if(Input.GetButtonDown("P1_SwapCamera")) { v_InteriorPanels.SwapMainScreen(); // Set Current Camera variable. if(go_CurrentCamera == v_ViewportCamera) { go_CurrentCamera = v_GunCamera; } else { go_CurrentCamera = v_ViewportCamera; } }// END IF input. } // END PlayerChangeMode.
} // END - Player forward input. // void PlayerSteer() // { // float v_analogueInputValue = Input.GetAxis("P1_Steer"); // Engine.Steering(v_analogueInputValue); // } // END - Player Steer input. // void PlayerBrake() // { // float v_analogueInputValue = Input.GetAxis("P1_Brake"); // Engine.ApplyBraking(v_analogueInputValue); // } // END - Player brake input. // void PlayerTurretRotation() // { // // Debug.Log(Input.mousePosition.x); // int ScreenWidthSegment = Screen.width / 2; // float v_MouseXPositionOnScreen = Input.mousePosition.x - Screen.width / 2; // float v_TurretRotation = Mathf.Clamp((v_MouseXPositionOnScreen / ScreenWidthSegment), -1, 1); // // if (v_TurretRotation > 0 && v_TurretRotation > v_TurretInputDeadZone) // { // Engine.TurretRotation(v_TurretRotation); // } // else if (v_TurretRotation < 0 && v_TurretRotation < v_TurretInputDeadZone) // { // Engine.TurretRotation(v_TurretRotation); // } // END - Player Turret Rotation // } // END player turret rotation input. // // void PlayerGunElevation() // { // // Divide screen height to get center: // int ScreenHeightSegment = Screen.height / 2; // // Get mouse position FROM center: // float v_mouseYPosition = Input.mousePosition.y - Screen.height / 2; // // Set variable to single digit value/percentage (to obtain 0-1). // float v_GunElevationInput = Mathf.Clamp((v_mouseYPosition / ScreenHeightSegment), -1, 1); // // CLAMP values to -1 - 1: // // if (v_GunElevationInput > 0 && v_GunElevationInput > v_GunElevationInputDeadzone) // { // // Positive-Up. // Engine.GunElevation(v_GunElevationInput); // } // END if gun elevation Greater than 0 AND greater than deadzone.. // else if (v_GunElevationInput < 0 && v_GunElevationInput < v_GunElevationInputDeadzone) // { // // Negative - Down. // Engine.GunElevation(v_GunElevationInput); // } // END - Else IF: gun elevation LESS than 0 AND greater than deadzone. // // } // END - Player gun elevation. void PlayerChangeMode() { if (Input.GetKeyDown("mouse 1")) { v_InteriorPanels.SwapMainScreen(); // v_CurrentCamera++; // if(v_CurrentCamera == v_CameraPositions.Length) { v_CurrentCamera = 0; } // v_PlayerCamera.transform.localPosition = v_CameraPositions[v_CurrentCamera].transform.localPosition; }// END IF input. } // END PlayerChangeMode.