//tether player to planet // public void tetherToPlanet(){ // Debug.Log ("tether to planet called"); // GetComponent<GameObjectScript> ().setTetherDestination (pc.tetherEmitter.tether.m_collisionLocation); // } // Update is called once per frame void RespondToInputs() { // if (input.isReceivingTetherFiringInput() == true) { // if (pc.tetherEmitter.tether.tetherAttached == false) { // pc.tetherEmitter.tether.isFiring = false; // } // } //Check if the user has applied input on their controller if (input.MoveTriggered() && pc.canMove()) { pc.Move(input.GetMoveAxis()); } //Check if the user has applied aim input // if (input.AimTriggered ()) { // pc.Aim (input.GetAimAxis ()); // } if (input.AimTriggered()) { if (!crosshair) { crosshair = (GameObject)Instantiate(crosshairPrefab, gameObject.transform.position, Quaternion.identity); crosshair.GetComponent <Crosshair> ().parent = this.gameObject; } if (crosshair) { float angleCrosshair = getAngle(input.GetAimAxis()); crosshair.transform.localEulerAngles = new Vector3(0, 0, angleCrosshair); } } else { if (crosshair) { if (!crosshair.GetComponent <Crosshair> ().shootingTether&& !crosshair.GetComponent <Crosshair>().shootingProjectile) { Destroy(crosshair.gameObject); } } } if (crosshair) { crosshair.transform.position = gameObject.transform.position; } if (input.isReceivingTetherFiringInput() && crosshair) { if (!crosshair.GetComponent <Crosshair>().shootingTether) { crosshair.GetComponent <Crosshair>().ShootTether(); } } // if (input.isReceivingTetherFiringInput ()) { // pc.tetherEmitter.launchTether (); // } if (input.isReceivingProjectileFiringInput() && crosshair) { if (!crosshair.GetComponent <Crosshair>().shootingProjectile) { crosshair.GetComponent <Crosshair>().launchProjectile(); } } //if (Input.GetKeyDown ("joystick button 2")) // Debug.Log (horizontal + " pressed x"); //To get the joystick mapping correct the format needs to be "joystick # button 0" if (input.JumpTriggered() && pc.canJump()) { //sound effect here //animation here //ect //ect pc.Jump(); } if (input.AttackTriggered()) { Debug.LogWarning("Pressed attack"); //Collider collider = pc.GetAttackCollider(attack_HitBoxes[0]); //if (collider != null) { //sound effect //ect if (targetEnemy) { pc.LaunchAttack(targetEnemy, 1); } //} } //this is OnKeyDown, not OnKey, so this will only enter the first time it is pressed if (input.ChargedAttackStarted()) { chargeAttackStarted = true; } if (chargeAttackStarted) { pc.rb.velocity = new Vector3(0, 0, 0); attackMultiplier += Time.deltaTime; } //If the user releases the 'b' button or the 3 second attack is finished, then launch the charged attack if (input.ChargedAttackTriggered() && chargeAttackStarted == true || attackMultiplier >= 3) { Debug.Log("Charge attack launched\nAttack multiplier: " + attackMultiplier); if (targetEnemy) { pc.LaunchAttack(targetEnemy, attackMultiplier); } chargeAttackStarted = false; attackMultiplier = 0; } if (input.SpecialAttackTriggered()) { if (specialAttack.canSpecialAttack()) { specialAttack.specialAttack(); } } if (input.SprintTriggered()) { pc.AddSprint(); } else { pc.RemoveSprint(); } }