// Update is called once per frame void OnGUI() { bool shoot = Input.GetKey(KeyCode.J); if (shoot) { // shootsound.Play(); WeaponScript weapon = GetComponentInChildren <WeaponScript>(); if (weapon != null) { if (Input.GetKey(KeyCode.D)) { weapon.Attack(new Vector2(1, 0)); } else if (Input.GetKey(KeyCode.A)) { weapon.Attack(new Vector2(-1, 0)); } else if (dir == dirfront) { weapon.Attack(new Vector2(1, 0)); } else { weapon.Attack(new Vector2(-1, 0)); } } } }
void Update() { // 3 - Retrieve axis information float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); // 4 - Movement per direction movement = new Vector2( speed.x * inputX, speed.y * inputY); bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null && weapon.CanAttack) { weapon.Attack(false); } } }
// Update is called once per frame void Update() { //用于获取X轴的输入 float inputX = Input.GetAxis("Horizontal"); //用于获取Y轴的输入 float inputY = Input.GetAxis("Vertical"); //角色速度的计算公式(输入方向*速度大小) movement = new Vector3(inputX * speed.x, inputY * speed.y, 0); //点击鼠标发射子弹 bool shoot = Input.GetButtonDown("Fire1"); if (shoot) { //获取武器脚本,并且检测角色是否带有武器 WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { //每次攻击完成后,把武器关闭并且播放攻击声音 weapon.Attack(false); SoundEfectsHelper.Instance.MakePlayerShotSound(); } } }
// Update is called once per frame void Update() { //Here we get the information about what the player done. float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); //We affect the movement in function of speed. movement = new Vector2(speed.x * inputX, speed.y * inputY); //Here we get the action of shooting by pressing space button. bool shoot = Input.GetKeyDown(KeyCode.Space); //shoot |= Input.GetKeyDown (KeyCode.Space); //If the player press space. if (shoot) { //We get the weapon WeaponScript weapon = GetComponent <WeaponScript> (); if (weapon != null) { //False because player is not an ennemy. weapon.Attack(false); } } }
void Update() { float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); movement = new Vector2( speed.x * inputX, speed.y * inputY); bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null && weapon.CanAttack) { weapon.Attack(false); SoundEffectsHelper.Instance.MakePlayerShotSound(); } } var dist = (transform.position - Camera.main.transform.position).z; var leftBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, dist)).x; var rightBorder = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, dist)).x; var topBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, dist)).y; var bottomBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, dist)).y; transform.position = new Vector3( Mathf.Clamp(transform.position.x, leftBorder, rightBorder), Mathf.Clamp(transform.position.y, topBorder, bottomBorder), transform.position.z ); }
// Attack the player if player spotted and in attack range private void AttackPlayer() { //Make sure enemy doesn't move agent.SetDestination(transform.position); // Make AI face the player when attacking if (isFlying) { flyingBody.transform.LookAt(player); if (!playerInYRange) { FlyTowards(player.position); } } else { transform.LookAt(player); } // Check if AI has already attacked the player if (!alreadyAttacked) { weapon.Attack(); //According to Unity Docs, Coroutines work better than Invoke, so using Coroutine instead // alreadyAttacked = true; // Invoke(nameof(ResetAttack), timeBetweenAttacks); StartCoroutine(ResetAttack()); } }
//check if weapon is off cooldown and can attack void Update() { if (weapon != null && weapon.CanAttack) { weapon.Attack(true); } }
// Update is called once per frame void Update() { heartsUI.sprite = heartsSprites[this.health]; // Get axis information float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); // Check if object move and flip sprite if it moves to left if (inputX != 0) { this.gameObject.GetComponent <SpriteRenderer>().flipX = movementLeft = inputX < 0; } // Movement per direction movement = new Vector2( speed.x * inputX, speed.y * inputY); // Shooting bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); } } }
void Update() { float inputX = Input.GetAxis("Horizontal"); bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); if (Input.GetButtonDown("Jump") && rigidbodyComponent.velocity.y == 0) { rigidbodyComponent.velocity = Vector2.up * jumpVelocity; } else if (rigidbodyComponent.velocity.y > 0 && !Input.GetButton("Jump")) { rigidbodyComponent.velocity += Vector2.up * Physics2D.gravity.y * (lowJumpMultiplier - 1) * Time.deltaTime; } if (rigidbodyComponent.velocity.y < 0) { rigidbodyComponent.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime; } movement = new Vector2( speed.x * inputX, rigidbodyComponent.velocity.y ); if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { weapon.Attack(false); FindObjectOfType <AudioManager>().Play("PlayerShot"); } } }
void Update() { // Touchscreen input // Look for all fingers for (int i = 0; i < Input.touchCount; i++) { Touch touch = Input.GetTouch(i); // -- Drag // ------------------------------------------------ if (touch.phase == TouchPhase.Moved) { movement = new Vector2(0, touch.deltaPosition.y * 4); } } // 5 - Shooting bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); } } }
// Update is called once per frame void Update() { // извлечение координат корабля float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); // задаем направление корабля movement = new Vector2(speed.x * inputX, speed.y * inputY); bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { weapon.Attack(false); SoundsEffectHelper.instance.makePlayerShotSound(); } } // игрок не должен выходить за рамки игры var dist = (transform.position - Camera.main.transform.position).z; var leftBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, dist)).x; var rightBorder = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, dist)).x; var topBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, dist)).y; var bottomBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, dist)).y; transform.position = new Vector3(Mathf.Clamp(transform.position.x, leftBorder, rightBorder), Mathf.Clamp(transform.position.y, topBorder, bottomBorder), transform.position.z); }
private void Attack() { if (myattackbutton != null) { if (myattackbutton.Pressed == true) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { weapon.Attack(); } } } //var horiz = Input.GetAxis("Horizontal"); //var vert = Input.GetAxis("Vertical"); if (weaponjoystick != null) { float horiz = weaponjoystick.Horizontal; float vert = weaponjoystick.Vertical; if (horiz > this.positiveDeadZone | horiz <this.negativeDeadZone | vert> this.positiveDeadZone | vert < this.negativeDeadZone) { Weapon2 weapon2 = GetComponent <Weapon2>(); if (weapon2 != null) { weapon2.Attack(horiz, vert); } } } }
void Update() { // ... if (shootCooldown > 0) { shootCooldown -= Time.deltaTime; } // 5 - Shooting bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); // Careful: For Mac users, ctrl + arrow is a bad idea if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); } } // ... }
void Update() { // Retrieve axis information directionInput += Input.GetAxis("Horizontal"); thrustInput += Input.GetAxis("Vertical"); if (thrustInput < 0) { thrustInput = 0; // clamp out backwards movement } // Reflection hit = Physics2D.Raycast(myTrans.position, myTrans.up, 0.5f, 1 << LayerMask.NameToLayer("walls")); // Shooting bool shoot = Input.GetButton("Fire1"); shoot |= Input.GetButton("Fire2"); if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { weapon.Attack(false); // not isEnemy } } }
void Update() { //Set the enemy sprite order equal to our enemy's feet Y position enemySprite.sortingOrder = -(int)enemyFeet.position.y; if (transform.position.x < playerBody.position.x) { enemyBody.rotation = Quaternion.Euler(new Vector3(0, 180, 0)); } else if (transform.position.x > playerBody.position.x) { enemyBody.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); } // Auto-fire enemyWeapon = GetComponentInChildren <Transform>(); if (enemyWeapon.position.y < playerBody.position.y + 0.5f && enemyWeapon.position.y > playerBody.position.y - 0.5f) { if (weapon != null && weapon.CanAttack) { weapon.Attack(true); } } }
void Update() { // 3 - Récupérer les informations du clavier/manette float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); // 4 - Calcul du mouvement movement = new Vector2( speed.x * inputX, speed.y * inputY); // 5 - Tir bool shoot = Input.GetButton("Fire1"); shoot |= Input.GetButton("Fire2"); // Astuce pour ceux sous Mac car Ctrl + flèches est utilisé par le système if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false : le joueur n'est pas un ennemi weapon.Attack(false); } } }
// Update is called once per frame void Update() { float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); movement = new Vector2(speed.x * inputX, speed.y * inputY); // ... // 5 - Shooting bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); // Careful: For Mac users, ctrl + arrow is a bad idea if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); SoundEffectsHelper.Instance.MakePlayerShotSound(); } } // ... }
// Update is called once per frame void Update() { if (weapon != null) { weapon.Attack(); } }
void Update() { float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); if (inputX != 0) { movement = new Vector2(speed.x * inputX, 0); } else { movement = new Vector2(0, speed.y * inputY); } Rotate(inputX, inputY); // Get rotation vector transform.eulerAngles = rotationVector; // Apply rotation //Debug.Log("inputX: " + inputX); //Debug.Log("inputY: " + inputY); bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); // Careful: For Mac users, ctrl + arrow is a bad idea if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { //Debug.Log("Shooting"); // false because the player is not an enemy weapon.Attack(false); } } }
void Update() { // 3 - Retrieve axis information float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); // 4 - Movement per direction movement = new Vector2( speed.x * inputX, speed.y * inputY); // 5 - Shooting bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); } } // here we check input for the shrink and execute it CheckActivateShrink(); OutsideOfCamera(); // count the score with a +1 CommonUtils.IncreaseScore(1); }
// Update is called once per frame void Update() { //如果之前没有被渲染,且主相机渲染到目标 if (hasSpawn == false) { if (renderer.IsVisibleFrom(Camera.main)) { //调用开状态函数,把目标状态全开 Spawn(); } } else { //如果目标身上带有武器 if (weapon != null && weapon.CanAttack) { //把攻击值设置为可以攻击,并且播放攻击声音 weapon.Attack(true); SoundEfectsHelper.Instance.MakeEnemyShotSound(); } //如果子弹离开主相机的渲染范围,则销毁子弹 if (renderer.IsVisibleFrom(Camera.main) == false) { Destroy(gameObject); } } }
void Update() { if (restart) { if (Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } if (gameover == true) { if (Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } // 5 - Shooting bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); // Careful: For Mac users, ctrl + arrow is a bad idea if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); } } }
void Update() { // 3 - извлечь информацию оси float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); // 4 - движение в каждом направлении movement = new Vector2( speed.x * inputX, speed.y * inputY); bool shoot = Input.GetKeyDown(KeyCode.Space); WeaponScript weapon = GetComponent <WeaponScript> (); if (shoot) { if (weapon != null) { weapon.Attack(false); SoundEffectsHelper.Instance.MakePlayerShotSound(); } } Vector3 pos = transform.position; transform.position = new Vector3(Mathf.Clamp(pos.x, leftBorder, rightBorder), Mathf.Clamp(pos.y, bottomBorder, topBorder), pos.z); }
new void Update() { if (alive) { // Call parent update base.Update(); // Look at the mouse direction RotateToPos(Camera.main.ScreenToWorldPoint(Input.mousePosition)); // Attack ! if (Input.GetMouseButton(0) && attachedWeapon) { weaponScript.Attack(); } // Throw weapon if (Input.GetMouseButtonDown(1) && attachedWeapon) { ThrowWeapon(); } // Pickup weapon if (Input.GetKeyDown(KeyCode.E) && lastCollidedWeapon) { PickupWeapon(lastCollidedWeapon); } } }
void Update() { var move = new Vector3(Input.GetAxis("Horizontal"), 0, 0); transform.position += move * speed * Time.deltaTime; // ... // 5 - Shooting bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); // Careful: For Mac users, ctrl + arrow is a bad idea if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); } } // ... }
// OnTriggerEnter2D is called when the Collider2D other enters the trigger (2D physics only) private void OnTriggerEnter2D(Collider2D collision) { if (collision.GetComponentInParent <Enemy>() != null) { ws.Attack(collision.GetComponentInParent <Enemy>(), damage); } }
/// <summary> /// Атака основного оружия /// </summary> public void MainAttack() { if (mainWeapon != null && mainElements.activ) { mainWeapon.Attack(); } }
// Update is called once per frame void Update() { // 3 - Retrieve axis information float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); // 4 - Movement per direction movement = new Vector2( speed.x * inputX, speed.y * inputY); // 5 - Shooting bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); // Careful: For Mac users, ctrl + arrow is a bad idea if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); } } }
// Update is called once per frame void Update() { float movementX = Input.GetAxis("Horizontal"); float movementY = Input.GetAxis("Vertical"); Vector3 direction = new Vector3(speed.x * movementX, speed.y * movementY, 0); //smooth out movement on screen. direction *= Time.deltaTime; transform.Translate(direction); //use weapon bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); //if shoot = true; if (shoot) { //call WeaponScript as weapon WeaponScript weapon = GetComponent <WeaponScript>(); //if weapon can't attack if (weapon != null) { //don't attack weapon.Attack(false); } } }
void Update() { // 3 - Retrieve axis information float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); // 4 - Movement per direction movement = new Vector2( speed.x * inputX, speed.y * inputY); // ... // 5 - Shooting bool shoot = Input.GetButtonDown("Fire1"); shoot |= Input.GetButtonDown("Fire2"); // Careful: For Mac users, ctrl + arrow is a bad idea if (shoot) { WeaponScript weapon = GetComponent <WeaponScript>(); if (weapon != null) { // false because the player is not an enemy weapon.Attack(false); SoundEffectHelper.Instance.MakePlayerShotSound(); } } // ... // 6 - Make sure we are not outside the camera bounds var dist = (transform.position - Camera.main.transform.position).z; var leftBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 0, dist) ).x; var rightBorder = Camera.main.ViewportToWorldPoint( new Vector3(1, 0, dist) ).x; var topBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 0, dist) ).y; var bottomBorder = Camera.main.ViewportToWorldPoint( new Vector3(0, 1, dist) ).y; transform.position = new Vector3( Mathf.Clamp(transform.position.x, leftBorder, rightBorder), Mathf.Clamp(transform.position.y, topBorder, bottomBorder), transform.position.z ); // End of the update method // ... }