void FixedUpdate() { flagcheck(); 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; Quaternion rotation = Quaternion.AngleAxis(angle, new Vector3(0f, 0f, -1f)); recoiltest(firepoint.transform.position - gameObject.transform.position); 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"); if (h_axis != 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 * h_axis, rigid.velocity.y, 0f); if (Input.GetAxis("J2-Fire2") < 0 && remainAmmo >= 1 && fireflag == true) //fire { isFireing = true; } else { isFireing = false; } if (isFireing) { shotCounter -= Time.deltaTime; if (shotCounter <= 0) { shotCounter = timeBetweenShots; audioS.volume = 0.3f; if (heatmode) { gameObject.SendMessage("Add", Time.time); } if (isMulti) { special_multi -= 1; bulletmove_3_1 newBullet1 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletmove_3_1; bulletmove_3_1 newBullet2 = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletmove_3_1; 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); if (isBig) { special_big -= 1; newBullet1.SendMessage("setBig", true); newBullet1.transform.localScale = new Vector3(1f, 1f, 1f); Animator a = newBullet1.GetComponent <Animator>(); a.enabled = false; } if (isFrozen) { special_frozen -= 1; newBullet1.SendMessage("SetFrozen", true); newBullet1.transform.GetChild(0).gameObject.SetActive(true); newBullet1.GetComponent <ParticleSystemRenderer>().material = ice; } newBullet2.gameObject.SetActive(true); newBullet2.transform.Translate(new Vector3(-0.2f, 0f, 0f)); newBullet2.transform.Rotate(new Vector3(0f, 0f, 5f)); newBullet2.bulletSpeed = bulletSpeed; if (isFrozen) { newBullet2.SendMessage("SetFrozen", true); newBullet2.transform.GetChild(0).gameObject.SetActive(true); newBullet2.GetComponent <ParticleSystemRenderer>().material = ice; } if (isBig) { newBullet2.SendMessage("setBig", true); newBullet2.transform.localScale = new Vector3(1f, 1f, 1f); Animator a = newBullet2.GetComponent <Animator>(); a.enabled = false; } newBullet2.SendMessage("SetMulti", true); //CameraShaker.Instance.ShakeOnce(1.5f, 4f, 0f, 1.5f); //rigid.AddForce(1.5f * recoil, ForceMode.Impulse); if (updownrecoil == 0) { rigid.AddForce(1.5f * left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(1.5f * right, ForceMode.Impulse); } audioS.pitch = Random.Range(1f, 5f); anim.Play("Double gun Animation"); } else { if (isMissile) { special_missile -= 1; Missilemove_3_1 newMissile = Instantiate(missile, firepoint.position, firepoint.rotation) as Missilemove_3_1; newMissile.gameObject.SetActive(true); //CameraShaker.Instance.ShakeOnce(2f, 4f, 0f, 1.5f); anim.Play("Missile Launcher Animation"); if (isFrozen) { newMissile.SendMessage("SetFrozen", true); special_frozen -= 1; } } else { bulletmove_3_1 newBullet = Instantiate(bullet, firepoint.position, firepoint.rotation) as bulletmove_3_1; newBullet.gameObject.SetActive(true); newBullet.bulletSpeed = bulletSpeed; if (isBig) { newBullet.SendMessage("SetBig", true); audioSB.pitch = Random.Range(0.2f, 0.3f); audioSB.volume = 0.5f; special_big -= 1; newBullet.transform.localScale = new Vector3(1f, 1f, 1f); Animator a = newBullet.GetComponent <Animator>(); // ParticleSystem p = newBullet.GetComponent<ParticleSystem>(); a.enabled = false; if (updownrecoil == 0) { rigid.AddForce(2 * left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(2 * right, ForceMode.Impulse); } } if (isFrozen) { newBullet.SendMessage("SetFrozen", true); special_frozen -= 1; newBullet.GetComponent <ParticleSystemRenderer>().material = ice; newBullet.transform.GetChild(0).gameObject.SetActive(true); } //CameraShaker.Instance.ShakeOnce(2.5f, 4f, 0f, 3f); else if (isBig == false) { //CameraShaker.Instance.ShakeOnce(1.25f, 4f, 0f, 1.5f); if (updownrecoil == 0) { rigid.AddForce(left, ForceMode.Impulse); } else if (updownrecoil == 1) { rigid.AddForce(right, 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; } } SpeCount.SendMessage("SetSpe", Mathf.Max(special_big, Mathf.Max(special_frozen, Mathf.Max(special_missile), special_multi))); }