public override void ControlTank() { switch (_move) { case 1: MoveDirection = new Vector2(0, 1); Rotation = new Vector3(0, 0, 0); break; case 2: MoveDirection = new Vector2(0, -1); Rotation = new Vector3(0, 0, 180); break; case 3: MoveDirection = new Vector2(-1, 0); Rotation = new Vector3(0, 0, 90); break; case 4: MoveDirection = new Vector2(1, 0); Rotation = new Vector3(0, 0, -90); break; default: MoveDirection = new Vector2(0, 0); break; } _changeMove = false; if (Fire) { Fire = false; Rigidbody2D _bulletInstance = Instantiate(BulletRb, GunTransform.position, Quaternion.identity) as Rigidbody2D; _bulletInstance.velocity = GunTransform.TransformDirection(Vector2.up * BulletSpeed); Bullet _bullet = BulletRb.transform.GetComponent <Bullet>(); _bullet._isEnemy = 2; } TankTransform.localRotation = Quaternion.Euler(Rotation); if (HpTank <= 0) { Destroy(gameObject); GameControl.score += 1; } }
public override void ControlTank() { if (Input.GetKey(KeyCode.W)) { MoveDirection = new Vector2(0, 1); Rotation = new Vector3(0, 0, 0); } else if (Input.GetKey(KeyCode.S)) { MoveDirection = new Vector2(0, -1); Rotation = new Vector3(0, 0, 180); } else if (Input.GetKey(KeyCode.A)) { MoveDirection = new Vector2(-1, 0); Rotation = new Vector3(0, 0, 90); } else if (Input.GetKey(KeyCode.D)) { MoveDirection = new Vector2(1, 0); Rotation = new Vector3(0, 0, -90); } else { MoveDirection = new Vector2(0, 0); } if (Input.GetMouseButtonDown(0)) { if (Fire) { Fire = false; Rigidbody2D _bulletInstance = Instantiate(BulletRb, GunTransform.position, Quaternion.identity) as Rigidbody2D; _bulletInstance.velocity = GunTransform.TransformDirection(Vector2.up * BulletSpeed); _bulletInstance.GetComponent<Bullet>()._isEnemy = 1; } } TankTransform.localRotation = Quaternion.Euler(Rotation); if (HpTank <= 0) { Destroy(gameObject); GameControl.playerDead = true; } }