Exemplo n.º 1
0
    private Vector3 LaneHandler()
    {
        if (Input.GetKey(UpKey) && (LaneState == PlayerLaneState.One || LaneState == PlayerLaneState.UpShift))
        {
            LaneState = PlayerLaneState.UpShift;
        }
        if (Input.GetKey(DownKey) && (LaneState == PlayerLaneState.Two || LaneState == PlayerLaneState.DownShift))
        {
            LaneState = PlayerLaneState.DownShift;
        }

        if (LaneState == PlayerLaneState.UpShift && transform.position.z >= 1.0f)
        {
            LaneState = PlayerLaneState.Two;
        }
        if (LaneState == PlayerLaneState.DownShift && transform.position.z <= 0.0f)
        {
            LaneState = PlayerLaneState.One;
        }

        Vector3 move = Vector3.zero;

        if (LaneState == PlayerLaneState.DownShift)
        {
            move.z -= ShiftSpeed * Time.deltaTime;
        }
        else if (LaneState == PlayerLaneState.UpShift)
        {
            move.z += ShiftSpeed * Time.deltaTime;
        }
        return(move);
    }
Exemplo n.º 2
0
    // Use this for initialization
    void Start()
    {
        MyRenderer = transform.GetComponentInChildren<Renderer>();
        MyCollider = transform.GetComponentInChildren<Collider>();

        // TODO: Change if the players don't start falling
        jumpState = PlayerJumpState.Falling;
        stunState = PlayerStunnedState.Normal;
        LaneState = PlayerLaneState.One;

        // TODO: Set animation
        MyRenderer.material.color = Color.green;

        animation.Play ("Run");
    }
Exemplo n.º 3
0
    private Vector3 LaneHandler()
    {
        if (Input.GetKey(UpKey) && (LaneState == PlayerLaneState.One || LaneState == PlayerLaneState.UpShift))
        {
            LaneState = PlayerLaneState.UpShift;
        }
        if (Input.GetKey(DownKey) && (LaneState == PlayerLaneState.Two || LaneState == PlayerLaneState.DownShift))
        {
            LaneState = PlayerLaneState.DownShift;
        }

        if (LaneState == PlayerLaneState.UpShift && transform.position.z >= 1.0f)
        {
            LaneState = PlayerLaneState.Two;
        }
        if (LaneState == PlayerLaneState.DownShift && transform.position.z <= 0.0f)
        {
            LaneState = PlayerLaneState.One;
        }

        Vector3 move = Vector3.zero;
        if(LaneState == PlayerLaneState.DownShift)
        {
            move.z -= ShiftSpeed * Time.deltaTime;
        }
        else if (LaneState == PlayerLaneState.UpShift)
        {
            move.z += ShiftSpeed * Time.deltaTime;
        }
        return move;
    }