예제 #1
0
    void Update()
    {
        //SHOOT -------------------------------------
        if (shoot_cooldown <= shoot_current_cooldown && player_controller.AbilitiesUp())
        {
            if (GamePad.GetButtonDown(normal_shoot, player_num) || Input.GetKeyDown(normal_test_shoot_button))
            {
                Vector2 inp = GamePad.GetAxis(GamePad.Axis.LeftStick, player_num, false);
                float   h   = inp.x;
                float   v   = inp.y;

                Vector3 dir = new Vector3(Mathf.Abs(h), 0, Mathf.Abs(v));

                if (dir.sqrMagnitude > 0.2)
                {
                    ShootBullet(dir.normalized);
                }
                else
                {
                    ShootBullet(transform.right);
                }
                shoot_current_cooldown = 0.0f;
            }
        }
        else
        {
            shoot_current_cooldown += Time.deltaTime;
        }
    }
예제 #2
0
    void Update()
    {
        if (swipe)
        {
            Swiping();
        }
        else
        {
            if (cooldown <= current_cooldwon && player_controller.AbilitiesUp())
            {
                if (GamePad.GetButtonDown(swipe_button, player_num) || Input.GetKeyDown(swipe_test_button))
                {
                    Vector2 inp = GamePad.GetAxis(GamePad.Axis.LeftStick, player_num, false);
                    float   h   = inp.x;
                    float   v   = inp.y;

                    Vector3 dir = new Vector3(Mathf.Abs(h), 0, Mathf.Abs(v));
                    Swipe(dir);
                }
            }
            else
            {
                current_cooldwon += Time.deltaTime;
            }
        }
    }
예제 #3
0
 void Update()
 {
     if (shield_active)
     {
         if (active_time <= current_active_time)
         {
             Invoke("DeactivateShield", time_to_desactivate);
         }
         else
         {
             current_active_time += Time.deltaTime;
             if (player_controller.current_M_state == Player_M_states.STUNED || player_controller.current_M_state == Player_M_states.SLEEPED)
             {
                 Invoke("DeactivateShield", time_to_desactivate);
             }
         }
     }
     else
     {
         if (cooldown <= current_cooldwon && player_controller.AbilitiesUp())
         {
             if (GamePad.GetButtonDown(shield_button, player_num) || Input.GetKeyDown(shield_test_button))
             {
                 ActivateShield();
             }
         }
         else
         {
             current_cooldwon += Time.deltaTime;
         }
     }
 }
예제 #4
0
 void Update()
 {
     if (furi_active)
     {
         if (active_time <= current_active_time)
         {
             DeactivateFuri();
         }
         else
         {
             current_active_time += Time.deltaTime;
             if (player_controller.current_M_state == Player_M_states.STUNED || player_controller.current_M_state == Player_M_states.SLEEPED)
             {
                 DeactivateFuri();
             }
         }
     }
     else
     {
         if (cooldown <= current_cooldwon && player_controller.AbilitiesUp())
         {
             if (GamePad.GetButtonDown(furi_button, player_num) || Input.GetKeyDown(furi_test_button))
             {
                 ActivateFuri();
             }
         }
         else
         {
             current_cooldwon += Time.deltaTime;
         }
     }
 }
예제 #5
0
 void Update()
 {
     if (cooldown <= current_cooldwon && player_controller.AbilitiesUp())
     {
         if (GamePad.GetButtonDown(furi_button, player_num) || Input.GetKeyDown(furi_test_button))
         {
             //DO HABILITY STUFF
         }
     }
     else
     {
         current_cooldwon += Time.deltaTime;
     }
 }
예제 #6
0
    void Update()
    {
        if (shield_active)
        {
            if (active_time <= current_active_time)
            {
                Invoke("DeactivateShield", time_to_desactivate);
            }
            else
            {
                current_active_time += Time.deltaTime;
                if (player_controller.current_M_state == Player_M_states.STUNED || player_controller.current_M_state == Player_M_states.SLEEPED)
                {
                    Invoke("DeactivateShield", time_to_desactivate);
                }
            }
        }
        else
        {
            if (cooldown <= current_cooldwon && player_controller.AbilitiesUp())
            {
                if (GamePad.GetButtonDown(shield_button, player_num) || Input.GetKeyDown(shield_test_button))
                {
                    Vector2 inp = GamePad.GetAxis(GamePad.Axis.LeftStick, player_num, false);
                    float   h   = inp.x;
                    float   v   = inp.y;

                    Vector3 dir = new Vector3(Mathf.Abs(h), 0, Mathf.Abs(v));

                    ActivateShield(dir);
                }
            }
            else
            {
                current_cooldwon += Time.deltaTime;
            }
        }
    }
예제 #7
0
    void Update()
    {
        if (shooting)
        {
            if (real_timer_between_bullets <= timer_between_bullets)
            {
                Vector2 inp = GamePad.GetAxis(GamePad.Axis.LeftStick, (GamePad.Index)player_num, false);
                float   h   = inp.x;
                float   v   = inp.y;

                Vector3 dir = new Vector3(Mathf.Abs(h), 0, Mathf.Abs(v));

                if (dir.sqrMagnitude < 0.2)
                {
                    dir = transform.right;
                }

                float new_degrees_of_direction = Random.Range(-degrees_of_direction, degrees_of_direction);
                new_degrees_of_direction *= Mathf.Deg2Rad;

                Vector3 new_dir = dir;
                float   cos     = Mathf.Cos(new_degrees_of_direction);
                float   sin     = Mathf.Sin(new_degrees_of_direction);
                new_dir.x = dir.x * cos - dir.z * sin;
                new_dir.z = -dir.x * sin + dir.z * cos;

                ShootBullet(new_dir.normalized);

                bullets_shoot++;

                if (bullets_shoot >= bullet_num)
                {
                    shoot_current_cooldown = 0.0f;
                    bullets_shoot          = 0;
                    shooting = false;
                }

                timer_between_bullets      = 0.0f;
                real_timer_between_bullets = Random.Range(0, time_between_bullets);
            }
            else
            {
                timer_between_bullets += Time.deltaTime;
            }
        }
        else
        {
            //SHOOT -------------------------------------
            if (shoot_cooldown <= shoot_current_cooldown && player_controller.AbilitiesUp())
            {
                if (GamePad.GetButtonDown(shotgun_button, player_num) || Input.GetKeyDown(shotgun_test_shoot_button))
                {
                    shooting = true;
                    player_controller.Shoot();
                }
            }
            else
            {
                shoot_current_cooldown += Time.deltaTime;
            }
        }
    }