// Update is called once per frame
    void Update()
    {
        HANDLE_INPUT.UpdateJoyPad();

        //Xキーで発射
        if (Input.GetKey(KeyCode.X) || HANDLE_INPUT.Button(handleclass.Buttons.ShiftDown) || HANDLE_INPUT.Button(handleclass.Buttons.ShiftUp))
        {
            if (shot_late % late == 0)
            {
                //弾の呼び出し
                GameObject bullet = GameObject.Find("BulletGenerator");
                bullet.GetComponent <BulletController>().Shoot(
                    this.transform.position,
                    this.transform.rotation.eulerAngles, this.gameObject,
                    10000,
                    damage);
            }
            shot_late++;
        }
        else
        {
            shot_late = 0;
        }
    }
Exemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        HANDLE_INPUT.UpdateJoyPad();

        if (this.GetComponent <PhotonView>().IsMine)
        {
        }

        // 前に移動
        if (Input.GetKey(KeyCode.UpArrow) || HANDLE_INPUT.Pedal(handleclass.Pedals.accelerator) > 0.1f)
        {
            if (speed >= max_speed * HANDLE_INPUT.Pedal(handleclass.Pedals.accelerator))
            {
                speed -= 0.5f;
                if (speed <= max_speed * HANDLE_INPUT.Pedal(handleclass.Pedals.accelerator) + 0.5f)
                {
                    speed = max_speed * HANDLE_INPUT.Pedal(handleclass.Pedals.accelerator);
                }
            }
            else
            {
                speed += 0.5f;
            }
            if (HANDLE_INPUT.Button(handleclass.Buttons.A) || Input.GetKey(KeyCode.W))
            {
                speed = max_speed * 2;
            }
        }
        else if (Input.GetKey(KeyCode.DownArrow) || HANDLE_INPUT.Pedal(handleclass.Pedals.brake) > 0.1f)
        {
            speed -= 2.0f;
            if (speed <= -25.0f)
            {
                speed = -25.0f;
            }
        }
        else
        {
            if (speed > 0.0f)
            {
                speed -= 1.0f;
            }
            else if (speed < 0.0f)
            {
                speed += 1.0f;
            }

            if (speed <= 0.5f && speed >= -0.5f)
            {
                speed = 0.0f;
            }
        }

        if (speed >= 0.0f)
        {
            handle = HANDLE_INPUT.LimitHandle();
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                handle = -0.5f;
            }
            else if (Input.GetKey(KeyCode.RightArrow))
            {
                handle = 0.5f;
            }
            direction = 1.0f;
        }
        else if (speed < -0.1f)
        {
            handle = -HANDLE_INPUT.LimitHandle();
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                handle = 0.5f;
            }
            else if (Input.GetKey(KeyCode.RightArrow))
            {
                handle = -0.5f;
            }
            direction = -1.0f;
        }

        transform.Rotate(new Vector3(0.0f, handle * max_rotate, 0.0f));
        car_model.transform.localRotation = Quaternion.Euler(0, 0, handle * (-30.0f * direction));
        if (handle != 0.0f)
        {
            float handle_N;
            if (handle < 0.0f)
            {
                handle_N = -handle;
            }
            else
            {
                handle_N = handle;
            }
            car_model.transform.localPosition = new Vector3(0.0f, handle_N * 0.3f, 0.0f);
        }
        rb.velocity = new Vector3(transform.forward.x * speed, rb.velocity.y, transform.forward.z * speed);


        animator.SetFloat("turn", handle * 10);
        //Debug.Log(car_model.transform.localPosition.y);

        //rb.velocity = transform.forward * speed;
        //Debug.Log(input.Rz);
        //Debug.Log(Mathf.Sin(transform.rotation.y));


        //Debug.Log(handle);

        //仮設置移行予定

        //hpが0になったらポイント半減(変える部分)
        if (player_hp <= 0)
        {
            this.GetComponent <PointController>().DeathPoint();
            player_hp = max_hp;
        }

        rb.AddForce(Gravity, ForceMode.Acceleration);
    }