Exemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (rootFlow != null && (isDetected || dataLink))
        {
            if (!init)
            {
                transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
                init = true;
            }

            isFar = currentDistance > HIDE_DISTANCE;

            setTargetedState();

            setIsFar(isFar);
            setImageLOS(hasLineOfSight);
            if (!isFar)
            {
                setDataLinkText();
                updateTexts();
            }
            blinkProcess(); // either show steady or blink depending on targeted state
            resizeForDist(currentDistance);
            setImageLOS(hasLineOfSight);

            hudObj.drawItemOnScreen(gameObject, rootFlow.transform.position, 1.0f); // 1.0 lerp rate
        }
        else
        {
            transform.localPosition = new Vector3(Screen.width * 2, Screen.height * 2); // place offscreen if not detected
        }
    }
Exemplo n.º 2
0
    //  BUTTON DOWN PRESSES GO HERE
    void Update()
    {
        if (isReady && myFlow.isLocalPlayer)
        {
            hud.drawItemOnScreen(upMarker, cam.camRef.transform.position + transform.up, 1.0f);
            hud.drawItemOnScreen(downMarker, cam.camRef.transform.position - transform.up, 1.0f);


            myFlare.flareButtonDown = Input.GetButtonDown("FlarePop");


            float throttle = Input.GetAxis("Throttle");
            //Debug.Log("Throttle: " + throttle);

            // ENGINE
            engine.input_throttleAxis    = throttle;
            engine.input_scrollWheelAxis = Input.GetAxis("Scrollwheel");

            // WHEEL BRAKES
            wheels.input_brakeAxis = throttle;

            //cam.input_camLookAtButtonDown = Input.GetButtonDown("CamLookAt");

            tgtButtonProcess();
            // if button held, activate camLookAt

            bool pBtnDown = Input.GetKeyDown(KeyCode.P);

            cam.input_mouseLookToggleBtnDown = pBtnDown;
            hardpointController.input_mouseLookToggleBtnDown = pBtnDown;

            hardpointController.input_changeWeaponAxis = Input.GetAxis("Weapon Change");
            getWeaponSelectNumber();

            processCamOffset();


            if (Input.GetButtonDown("Radar Toggle"))
            {
                Debug.LogWarning("Toggling radar");
                myRadar.toggleRadar();
            }
        }
    }
Exemplo n.º 3
0
 public void placeReticle(Vector3 aimPoint)
 {
     hud.drawItemOnScreen(gameObject, aimPoint, 1.0f);
 }
Exemplo n.º 4
0
    void Update()
    {
        if (myFlow.isLocalPlayer)
        {
            if (Input.GetKeyDown(KeyCode.Y))
            {
                toggleAi();
            }


            if (Input.GetKeyDown(KeyCode.O))
            {
                toggleWarThunderCam();
            }

            if (isApplied)
            {
                if (Input.GetKeyDown(KeyCode.LeftShift))
                {
                    freeLookOn = true;
                    hudRef.screenCenterObj.SetActive(true);
                }

                if (Input.GetKeyUp(KeyCode.LeftShift))
                {
                    freeLookOn = false;
                    hudRef.screenCenterObj.SetActive(false);
                    camRef.worldLockedLookDirection = targetDir;
                }
            }

            if (myFlow.isLocalPlayer && camRef != null && !freeLookOn)
            {
                //inputDir = Vector3.Lerp( inputDir.normalized, camRef.worldLockedLookDirection.normalized, targetDirLerpRate * Time.deltaTime).normalized;
                mouseDir = camRef.worldLockedLookDirection;
            }

            if (camRef.warThunderCamEnabled)
            {
                hudRef.drawItemOnScreen(aimpointIconRef, camRef.camRef.transform.position + mouseDir, 1.0f);
            }
        }



        if (myFlow.isLocalPlayer)
        {
            if (useAi)
            {
                ai.targetDir = mouseDir;
            }
            else
            {
                targetDir = mouseDir;
            }
        }



        currentDir = Vector3.Lerp(currentDir.normalized, targetDir.normalized, targetDirLerpRate * Time.deltaTime).normalized;
    }