void Start() { movementController = gameObject.AddComponent <MovementController>(); movementController.Initialize(GetComponentInChildren <IsometricCharacterRenderer>(), GetComponent <Rigidbody2D>(), movementSpeed); //Get direction from input shootingController = gameObject.AddComponent <ShootingController>(); shootingController.Initialize(GetComponentInChildren <IsometricCharacterRenderer>(), ShootingProjectiles[0]); }
void Update() { movementController.Move(new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"))); if (Input.GetButtonDown("Fire")) { Vector2 shotDirection = Input.mousePosition; shotDirection = Camera.main.ScreenToWorldPoint(shotDirection); shotDirection -= (Vector2)transform.position; shootingController.Fire(transform.position, shotDirection); } for (int i = 0; i < 4; i++) { if (Input.GetButtonDown("SelectWeapon" + (i + 1)) && (ShootingProjectiles[i].unlocked)) { shootingController.Initialize(GetComponentInChildren <IsometricCharacterRenderer>(), ShootingProjectiles[i]); } } }
void Start() { TrialActive = -1; IsGoaled = false; IsTimedOut = false; ElapsedTime = 0f; CurrentMaxFitness = 0f; FitnessList = new List <float>(Positions.Length); OptimizationManager = Optimizer.GetComponent <OptimizationManager>(); PositionCounter = 0; GoalScorer = Goal.GetComponent <GoalScorerController>(); Robot = (GameObject)Instantiate(Resources.Load("ShootingCar"), new Vector3(0f, 3f, 15f), Quaternion.identity); ShootingController = Robot.GetComponent <ShootingController>(); ShootingController.Initialize(Ball, Goal); RobotRigidbody = Robot.GetComponent <Rigidbody>(); BallRigidbody = Ball.GetComponent <Rigidbody>(); }