void FixedUpdate() { wind = WindController.wind; Debug.Log(wind); rigid.position = new Vector3 ( Mathf.Clamp(rigid.position.x, boundary1stick.xMin, boundary1stick.xMax), Mathf.Clamp(rigid.position.y, boundary1stick.yMin, boundary1stick.yMax), Mathf.Clamp(rigid.position.z, boundary1stick.zMin, boundary1stick.zMax) ); // Vector3 pos = rigid.position; // float v_dir = Input.GetAxis("J2-V-Direct"); // float h_dir = Input.GetAxis("J2-H-Direct"); // Vector3 direction = Vector3.zero; // direction.x = -h_dir; // direction.y = v_dir; // angle = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg; targetXpos = target.transform.position.x; Quaternion rotation = Quaternion.AngleAxis(Aimtest(targetXpos), new Vector3(0f, 0f, -1f)); recoil = firepoint.transform.position.y < gameObject.transform.position.y ? new Vector3(0f, 0f, 0f) : recoilIntensity * -(firepoint.transform.position - gameObject.transform.position).normalized; // if (direction.magnitude >= 0.5) // { transform.GetChild(activeTurret).rotation = rotation; LastDirection = rotation; // } // else // { // transform.GetChild(activeTurret).rotation = LastDirection; // } //float h_axis = Input.GetAxis("J2-Horizontal"); MovementSet(); if (Movespeed != 0) { MoveAnim.Play("body Animation"); } testbuff(); if (buff_frozen)// { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = ice; buff = 0.6f; } else { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = normal; buff = 1f; } rigid.velocity = new Vector3(buff * Accelrate * Movespeed, rigid.velocity.y, 0f); rigid.AddForce(Vector3.right * wind * 100); if (remainAmmo >= 1) //fire { isFireing = true; } else { isFireing = false; } if (isFireing) { shotCounter -= Time.deltaTime; if (shotCounter <= 0) { shotCounter = timeBetweenShots; audioS.volume = 0.3f; if (isMulti) { special -= 1; bulletMove_2_2 newBullet1 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove_2_2; bulletMove_2_2 newBullet2 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove_2_2; newBullet1.gameObject.SetActive(true); newBullet1.transform.Translate(new Vector3(0.2f, 0f, 0f)); newBullet1.transform.Rotate(new Vector3(0f, 0f, -5f)); newBullet1.bulletSpeed = bulletSpeed; newBullet1.SendMessage("SetMulti", true); newBullet2.gameObject.SetActive(true); newBullet2.transform.Translate(new Vector3(-0.2f, 0f, 0f)); newBullet2.transform.Rotate(new Vector3(0f, 0f, 5f)); newBullet2.bulletSpeed = bulletSpeed; newBullet2.SendMessage("SetMulti", true); //CameraShaker.Instance.ShakeOnce(1.5f, 4f, 0f, 1.5f); rigid.AddForce(1.5f * recoil, ForceMode.Impulse); audioS.pitch = Random.Range(1f, 5f); anim.Play("Double gun Animation"); } else { if (isMissile) { special -= 1; MissileMove_2_2 newMissile = Instantiate(missile, firepoint.position, firepoint.rotation) as MissileMove_2_2; newMissile.gameObject.SetActive(true); //CameraShaker.Instance.ShakeOnce(2f, 4f, 0f, 1.5f); anim.Play("Missile Launcher Animation"); } else { bulletMove_2_2 newBullet = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove_2_2; newBullet.gameObject.SetActive(true); newBullet.bulletSpeed = bulletSpeed; if (isBig) { audioSB.pitch = Random.Range(0.2f, 0.3f); audioSB.volume = 1.0f; special -= 1; newBullet.transform.localScale = new Vector3(1f, 1f, 1f); Animator a = newBullet.GetComponent <Animator>(); // ParticleSystem p = newBullet.GetComponent<ParticleSystem>(); a.enabled = false; newBullet.SendMessage("SetBig", true); //CameraShaker.Instance.ShakeOnce(2.5f, 4f, 0f, 3f); rigid.AddForce(2.0f * recoil, ForceMode.Impulse); } else if (isFrozen)// { special -= 1; newBullet.SendMessage("SetFrozen", true); newBullet.transform.GetChild(0).gameObject.SetActive(true); newBullet.GetComponent <ParticleSystemRenderer>().material = ice; //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); audioS.pitch = Random.Range(1f, 5f); } else { //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); rigid.AddForce(recoil, ForceMode.Impulse); audioS.pitch = Random.Range(1f, 5f); } } anim.Play("Gun Animation"); } SetAmmo(-1); if (!isMissile) { if (isBig) { audioSB.Play(); } else { audioS.Play(); } } else { audioM.pitch = Random.Range(0.8f, 1.2f); audioM.Play(); } } } else { //shotCounter = 0; shotCounter -= Time.deltaTime; } AmmoCount.SendMessage("SetAmmo", Mathf.Floor(remainAmmo)); float liftRatio = ((maxLife - 1) / maxLife) * remainLife / maxLife + 1f / maxLife; transform.GetChild(0).transform.localScale = new Vector3(1.5f * liftRatio, 0.3f, 0.5f); LifeCount.SendMessage("SetLife", remainLife); if (remainLife <= 0) { StartCoroutine(DelayTime(0.3f)); Time.timeScale = 0.2f; Application.targetFrameRate = 150; GameObject[] score = GameObject.FindGameObjectsWithTag("Score"); if (!SetScore) { score[0].SendMessage("rightPlus"); SetScore = !SetScore; } } if (isSpecial && special <= 0) { isBig = false; isMulti = false; isMissile = false; isFrozen = false;// gameObject.transform.GetChild(1).transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); this.transform.GetChild(1).GetChild(1).GetChild(1).gameObject.SetActive(false); UseTurret1(); isSpecial = !isSpecial; } SpeCount.SendMessage("SetSpe", special); }
void FixedUpdate() { wind = WindController.wind; Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); rigid.position = new Vector3 ( Mathf.Clamp(rigid.position.x, boundary1mouse.xMin, boundary1mouse.xMax), Mathf.Clamp(rigid.position.y, boundary1mouse.yMin, boundary1mouse.yMax), Mathf.Clamp(rigid.position.z, boundary1mouse.zMin, boundary1mouse.zMax) ); Vector3 pos = rigid.position; Vector3 direction = mousePos - pos; angle = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg; Quaternion rotation = Quaternion.AngleAxis(angle, new Vector3(0f, 0f, -1f)); transform.GetChild(activeTurret).rotation = rotation; float h_axis = Input.GetAxis("Horizontal"); recoil = direction.y < 0f ? new Vector3(0f, 0f, 0f) : recoilIntensity * -direction.normalized; testbuff(); if (buff_frozen)// { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = ice; buff = 0.6f; } else { gameObject.transform.GetChild(0).GetChild(0).GetComponent <MeshRenderer>().material = normal; buff = 1f; } rigid.velocity = new Vector3(buff * Accelrate * h_axis, rigid.velocity.y, 0f); rigid.AddForce(Vector3.right * wind * 100); if (h_axis != 0) { MoveAnim.Play("body Animation"); } if ((Input.GetMouseButton(0) || Input.GetKey(KeyCode.Space)) && remainAmmo >= 1) //fire { isFireing = true; } else { isFireing = false; } if (isFireing) { shotCounter -= Time.deltaTime; if (shotCounter <= 0) { shotCounter = timeBetweenShots; audioS.volume = 0.3f; if (isMulti) { special -= 1; bulletMove_2_2 newBullet1 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove_2_2; bulletMove_2_2 newBullet2 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove_2_2; newBullet1.gameObject.SetActive(true); newBullet1.transform.Translate(new Vector3(0.2f, 0f, 0f)); newBullet1.transform.Rotate(new Vector3(0f, 0f, -5f)); newBullet1.bulletSpeed = bulletSpeed; newBullet1.SendMessage("SetMulti", true); newBullet2.gameObject.SetActive(true); newBullet2.transform.Translate(new Vector3(-0.2f, 0f, 0f)); newBullet2.transform.Rotate(new Vector3(0f, 0f, 5f)); newBullet2.bulletSpeed = bulletSpeed; newBullet2.SendMessage("SetMulti", true); //CameraShaker.Instance.ShakeOnce(1.5f, 4f, 0f, 1.5f); rigid.AddForce(1.5f * recoil, ForceMode.Impulse); audioS.pitch = Random.Range(1f, 5f); anim.Play("Double gun Animation"); } else { if (isMissile) { special -= 1; MissileMove_2_2 newMissile = Instantiate(missile, firepoint.position, firepoint.rotation) as MissileMove_2_2; newMissile.gameObject.SetActive(true); //CameraShaker.Instance.ShakeOnce(2f, 4f, 0f, 1.5f); anim.Play("Missile Launcher Animation"); } else { bulletMove_2_2 newBullet = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletMove_2_2; newBullet.gameObject.SetActive(true); newBullet.bulletSpeed = bulletSpeed; if (isBig) { audioSB.pitch = Random.Range(0.2f, 0.3f); audioSB.volume = 1.0f; special -= 1; newBullet.transform.localScale = new Vector3(1f, 0.1f, 1f); Animator a = newBullet.GetComponent <Animator>(); // ParticleSystem p = newBullet.GetComponent<ParticleSystem>(); a.enabled = false; newBullet.SendMessage("SetBig", true); //CameraShaker.Instance.ShakeOnce(2.5f, 4f, 0f, 3f); rigid.AddForce(2.0f * recoil, ForceMode.Impulse); } else if (isFrozen)// { special -= 1; newBullet.SendMessage("SetFrozen", true); newBullet.transform.GetChild(0).gameObject.SetActive(true); newBullet.GetComponent <ParticleSystemRenderer>().material = ice; //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); audioS.pitch = Random.Range(1f, 5f); } else { //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); audioS.pitch = Random.Range(1f, 5f); rigid.AddForce(recoil, ForceMode.Impulse); } anim.Play("Gun Animation"); } } SetAmmo(-1); if (!isMissile) { if (isBig) { audioSB.Play(); } else { audioS.Play(); } } else { audioM.pitch = Random.Range(0.8f, 1.2f); audioM.Play(); } } } else { //shotCounter = 0; shotCounter -= Time.deltaTime; } AmmoCount.SendMessage("SetAmmo", Mathf.Floor(remainAmmo)); float liftRatio = ((maxLife - 1) / maxLife) * remainLife / maxLife + 1f / maxLife; transform.GetChild(0).transform.localScale = new Vector3(1.5f * liftRatio, 0.3f, 0.5f); LifeCount.SendMessage("SetLife", remainLife); if (remainLife <= 0) { StartCoroutine(DelayTime(0.3f)); Time.timeScale = 0.2f; GameObject[] score = GameObject.FindGameObjectsWithTag("Score"); if (!SetScore) { score[0].SendMessage("rightPlus"); SetScore = !SetScore; } } if (isSpecial && special <= 0) { isBig = false; isMulti = false; isMissile = false; isFrozen = false;// gameObject.transform.GetChild(1).transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); this.transform.GetChild(1).GetChild(1).GetChild(1).gameObject.SetActive(false); UseTurret1(); isSpecial = !isSpecial; } SpeCount.SendMessage("SetSpe", special); }