void addPlayer() { newplayer = Instantiate(playerfabs, this.transform); Player _player = newplayer.GetComponent <Player>(); playerList.Add(_player); if (playerNum == 0) { _player.up = inputs.player1and3StateInput(changeFinger.state, 0, "3"); _player.down = inputs.player1and3StateInput(changeFinger.state, 1, "3"); _player.left = inputs.player1and3StateInput(changeFinger.state, 2, "3"); _player.right = inputs.player1and3StateInput(changeFinger.state, 3, "3"); _player.interact = inputs.player1and3StateInput(changeFinger.state, 4, "3"); } if (playerNum == 1) { _player.up = inputs.player2and4StateInput(changeFinger.state, 0, "4"); _player.down = inputs.player2and4StateInput(changeFinger.state, 1, "4"); _player.left = inputs.player2and4StateInput(changeFinger.state, 2, "4"); _player.right = inputs.player2and4StateInput(changeFinger.state, 3, "4"); _player.interact = inputs.player2and4StateInput(changeFinger.state, 4, "4"); } playerNum++; }
void movingFinger(GameObject nowFinger)//主要指頭動作部分 { var firstKnuckles = nowFinger.GetComponentsInChildren <first>(); if (Input.GetKey(inputs.player1and3StateInput(state, 0, "1"))) { firstKnuckles[2].GetComponent <addForceToThirdKnuckles>().thirdKnucklesRotateLeft(); } if (Input.GetKey(inputs.player1and3StateInput(state, 1, "1"))) { firstKnuckles[2].GetComponent <addForceToThirdKnuckles>().thirdKnucklesRotateRight(); } if (Input.GetKey(inputs.player1and3StateInput(state, 2, "1"))) { firstKnuckles[1].GetComponent <addForceToThirdKnuckles>().thirdKnucklesRotateLeft(); } if (Input.GetKey(inputs.player1and3StateInput(state, 3, "1"))) { firstKnuckles[1].GetComponent <addForceToThirdKnuckles>().thirdKnucklesRotateRight(); } if (Input.GetKey(inputs.player2and4StateInput(state, 0, "2"))) { firstKnuckles[0].GetComponent <addForceToThirdKnuckles>().thirdKnucklesRotateLeft(); } if (Input.GetKey(inputs.player2and4StateInput(state, 1, "2"))) { firstKnuckles[0].GetComponent <addForceToThirdKnuckles>().thirdKnucklesRotateRight(); } }
void Update() { if (shotTimes == 2) { print("close"); Invoke("closeObject", 0.5f); } if (isActive) { this.transform.position = new Vector2(this.transform.position.x, this.transform.position.y + speed); if (this.transform.position.y > maxY && isToOverMaxY) { speed = speed * -1; isToOverMaxY = false; } else if (this.transform.position.y < minY && isToOverMaxY == false) { speed = speed * -1; isToOverMaxY = true; } } if (Input.GetKeyDown(inputs.player1and3StateInput(changeFinger.state, 4, "3")) && shotTimes < 2 || Input.GetKeyDown(inputs.player2and4StateInput(changeFinger.state, 4, "4")) && shotTimes < 2) { if (bullet.activeInHierarchy == false) { soundManager.InitSoundeffect(2); print("shot"); bullet.SetActive(true); bullet.transform.position = firePoint.transform.position; shotTimes++; } } if (bullet.activeInHierarchy == true) { foreach (GameObject go in fingertipList) { print("inLoop"); if (Vector2.Distance(go.transform.position, bullet.transform.position) < 2f) { if (changeFinger.state == 1) { uiManager.blueTeamScorePlus(5); } if (changeFinger.state == 0) { uiManager.redTeamScorePlus(5); } print("hit"); soundManager.InitSoundeffect(1); bullet.SetActive(false); go.transform.parent.transform.parent.transform.Rotate(new Vector3(0, 0, 90f)); Debug.Log("hit kuncle"); } } } }
// Update is called once per frame void Update() { if (gameObject.name == "Player (1)") { up = inputs.player1and3StateInput(changeFinger.state, 0, "3"); down = inputs.player1and3StateInput(changeFinger.state, 1, "3"); left = inputs.player1and3StateInput(changeFinger.state, 2, "3"); right = inputs.player1and3StateInput(changeFinger.state, 3, "3"); interact = inputs.player1and3StateInput(changeFinger.state, 4, "3"); } if (gameObject.name == "Player (2)") { up = inputs.player2and4StateInput(changeFinger.state, 0, "4"); down = inputs.player2and4StateInput(changeFinger.state, 1, "4"); left = inputs.player2and4StateInput(changeFinger.state, 2, "4"); right = inputs.player2and4StateInput(changeFinger.state, 3, "4"); interact = inputs.player2and4StateInput(changeFinger.state, 4, "4"); } move(); raycastBox(); }
void Update() { //定位點功能 if (UImanager.isGameStart) { checkPoint(); } //外對內妨礙功能 if (aimFunction) { leftGun.SetActive(true); aimPoint.SetActive(true); if (Input.GetKey(inputs.player1and3StateInput(changeFinger.state, 0, "1"))) { aimPoint.transform.Translate(Vector2.up * 5 * Time.deltaTime); } if (Input.GetKey(inputs.player1and3StateInput(changeFinger.state, 1, "1"))) { aimPoint.transform.Translate(Vector2.down * 5 * Time.deltaTime); } if (Input.GetKey(inputs.player1and3StateInput(changeFinger.state, 2, "1"))) { aimPoint.transform.Translate(Vector2.left * 5 * Time.deltaTime); } if (Input.GetKey(inputs.player1and3StateInput(changeFinger.state, 3, "1"))) { aimPoint.transform.Translate(Vector2.right * 5 * Time.deltaTime); } if (Input.GetKeyDown(inputs.player2and4StateInput(changeFinger.state, 4, "2"))) { soundManager.InitSoundeffect(3); aimFunction = !aimFunction; aimPoint.SetActive(false); leftGun.SetActive(false); if (handPoseModChange.r == 0) { handPoseModChange.r++; } if (handPoseModChange.r == 2) { handPoseModChange.r--; } if (handPoseModChange.r > 0 && handPoseModChange.r < 2) { handPoseModChange.r++; } for (int i = 0; i < players.Length; i++)//在內的玩家兩位 { if (Vector2.Distance(players[i].transform.position, aimPoint.transform.position) <= 1.0f) { soundManager.InitSoundeffect(4); if (changeFinger.state == 0) { uiManager.blueTeamScorePlus(5); } if (changeFinger.state == 1) { uiManager.redTeamScorePlus(5); } Debug.Log("74283954893270");//對內效果 } } } } }