Exemplo n.º 1
0
    // Update is called once per frame
    void /*Fixed*/ Update()
    {
        if (!isLocalPlayer)
        {
            playerCamera.SetActive(false);
            return;
        }


        if (Input.GetKeyDown("space") && isLooping == false && isLoopingH == false)
        {
            isLooping = true;
            //camera.SendMessage("setSuivre", false);
        }

        if (Input.GetKeyDown("left ctrl") && isLoopingH == false && isLooping == false)
        {
            isLoopingH = true;
            //camera.SendMessage("setStraightFollow", true);
        }

        if (!isLooping && !isLoopingH)
        {
            //Recupere la postion de la souris
            Vector3 MvtSouris = (Input.mousePosition - (new Vector3(Screen.width, Screen.height, 0) / 2f));

            //Donne le nouveau vecteur de rotation
            rotate = new Vector3(-MvtSouris.y, MvtSouris.x, 0) * 0.010f;
        }

        //Vecteur de translation
        translate = Vector3.forward * Time.deltaTime * Speed;

        //Envoie de la nouvelle pos au serveur et client -> fait l'echange
        changement.CmdUpdatePosition(translate, rotate);
    }
Exemplo n.º 2
0
    // Update is called once per frame
    void /*Fixed*/ Update()
    {
        if (!isLocalPlayer)
        {
            playerCamera.SetActive(false);
            playerMap.SetActive(false);
            return;
        }


        /*if (Input.GetKeyDown ("space") && isLooping == false && isLoopingH == false) {
         *      isLooping = true;
         *      //camera.SendMessage("setSuivre", false);
         * }
         *
         * if(Input.GetKeyDown("left ctrl") && isLoopingH == false && isLooping==false)
         * {
         *      isLoopingH = true;
         *      //camera.SendMessage("setStraightFollow", true);
         * }*/

        // Action : shoot laser
        if (Input.GetKeyDown("mouse 0") && isLoopingH == false && isLooping == false)
        {
            if ((TimerBeforeShootLaser <= 0.0f) && (nbLasersShot < MaxLasersShot))
            {
                Action.CmdUseWeaponery(0, Speed);
                nbLasersShot++;
            }
            else
            {
                if (TimerBeforeShootLaser <= 0.0f)
                {
                    TimerBeforeShootLaser = WaitTimeBeforeShootLaser;
                }
            }
        }

        // Action : shoot missile
        if (Input.GetKeyDown("mouse 1") && isLoopingH == false && isLooping == false)
        {
            if (TimerBeforeShootMissile <= 0.0f)
            {
                Action.CmdUseWeaponery(1, Speed);

                if (TimerBeforeShootMissile <= 0.0f)
                {
                    nbLasersShot            = 0;
                    TimerBeforeShootMissile = WaitTimeBeforShootMissile;
                }
            }
        }

        if (!isLooping && !isLoopingH)
        {
            //Recupere la postion de la souris
            Vector3 MvtSouris = (Input.mousePosition - (new Vector3(Screen.width, Screen.height, 0) / 2f));

            //Donne le nouveau vecteur de rotation
            rotate = new Vector3(-MvtSouris.y, MvtSouris.x, 0) * 0.010f;
        }

        //Vecteur de translation
        translate = Vector3.forward * Time.deltaTime * Speed;

        //Envoie de la nouvelle pos au serveur et client -> fait l'echange
        Action.CmdUpdatePosition(translate, rotate);

        // Decrement timer if needed
        if (TimerBeforeShootLaser > 0.0f)
        {
            TimerBeforeShootLaser -= 0.1f * Time.deltaTime;
            nbLasersShot           = 0;
        }
        if (TimerBeforeShootMissile > 0.0f)
        {
            TimerBeforeShootMissile -= 0.1f * Time.deltaTime;
        }
    }