// setup everything void Start() { ammoManager = weapon.GetComponent <AmmoManager>(); ammo = ammoManager.AmmoCount(); MaxCount = ammo; Count = ammo; for (int i = 0; i < Count; i++) { GameObject ThisIndicator = Instantiate(IndicatorGameObject, gameObject.transform.position, Quaternion.Euler(0f, 0f, ((360f / (float)MaxCount) * i))) as GameObject; //ThisIndicator.transform.parent = gameObject.transform; ThisIndicator.transform.SetParent(gameObject.transform); ThisIndicator.transform.localScale = new Vector3(1f, 1f, 1f); Images.Add(gameObject.transform.GetChild(i).gameObject.GetComponent <Image>()); } if (CounterClockWise) { RotateDirection = -1f; } else { RotateDirection = 1f; Images.Reverse(); } }
// Update the button...yay! void FixedUpdate() { ammo = ammoManager.AmmoCount(); Count = ammo; if (Count > 0) { for (int i = 0; i < Images.Count; i++) { if (i <= Count - 1) { Images[i].color = Color.Lerp(Images[i].color, IndicatorColor1, FadeSpeed * Time.deltaTime); } else { Images[i].color = Color.Lerp(Images[i].color, IndicatorColor2, FadeSpeed * Time.deltaTime); } } /* * if (CounterClockWise) * { * gameObject.transform.localRotation = Quaternion.Lerp (gameObject.transform.localRotation, Quaternion.Euler(new Vector3(0f, 0f,(((RotateDirection * 360f) / (float)MaxCount) * ((float)Count - 1f) + Rotationaloffset))), RotateSpeed * Time.deltaTime); * } * else * { * gameObject.transform.localRotation = Quaternion.Lerp (gameObject.transform.localRotation, Quaternion.Euler(new Vector3(0f, 0f, (((RotateDirection * 360f) / (float)MaxCount) * ((float)Count) + Rotationaloffset))), RotateSpeed * Time.deltaTime); * }*/ } else if (Count == 0) { for (int i = 0; i < Images.Count; i++) { Images[i].color = Color.Lerp(Images[i].color, IndicatorColor2, FadeSpeed * Time.deltaTime); } //gameObject.transform.localRotation = Quaternion.Lerp (gameObject.transform.localRotation, Quaternion.Euler(new Vector3(0f + Rotationaloffset, 0f, 0f)), RotateSpeed * Time.deltaTime); } }
// Update is called once per frame void Update() { AmmoManager.AmmoCount(Ammo); Vector2 movement_vector = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (movement_vector != Vector2.zero) { anim.SetBool("iswalking", true); anim.SetFloat("input_x", movement_vector.x); anim.SetFloat("input_y", movement_vector.y); } else { anim.SetBool("iswalking", false); } rbody.MovePosition(rbody.position + movement_vector * Speed); if (movement_vector.x > 0) { Dir = Directions.Right; } else if (movement_vector.x < 0) { Dir = Directions.Left; } else if (movement_vector.y > 0) { Dir = Directions.Up; } else if (movement_vector.y < 0) { Dir = Directions.Down; } else if (movement_vector.y > 0 && movement_vector.x > 0) { Dir = Directions.UpRight; } else if (movement_vector.y > 0 && movement_vector.x < 0) { Dir = Directions.UpLeft; } else if (movement_vector.y < 0 && movement_vector.x < 0) { Dir = Directions.DownLeft; } else if (movement_vector.y < 0 && movement_vector.x > 0) { Dir = Directions.DownRight; } //Dashing switch (dashState) { case DashState.Ready: var isDashKeyDown = Input.GetKeyDown("z"); Debug.Log("Start dashstate ready"); if (isDashKeyDown) { savedSpeed = Speed; Speed = Speed + 2; dashState = DashState.Dashing; } break; case DashState.Dashing: Debug.Log("Start dashstate dashing"); dashTimer += Time.deltaTime * 3; if (dashTimer >= maxDash) { dashTimer = maxDash; Speed = savedSpeed; dashState = DashState.Cooldown; } break; case DashState.Cooldown: Debug.Log("Start dashstate cooldown"); dashTimer -= Time.deltaTime; if (dashTimer <= 0) { dashTimer = 0; dashState = DashState.Ready; } break; } // Dashing (Controller) switch (dashState) { case DashState.Ready: var isDashKeyDown = Input.GetButtonDown("Dash"); Debug.Log("Start dashstate ready"); if (isDashKeyDown) { savedSpeed = Speed; Speed = Speed + 2; dashState = DashState.Dashing; } break; case DashState.Dashing: Debug.Log("Start dashstate dashing"); dashTimer += Time.deltaTime * 3; if (dashTimer >= maxDash) { dashTimer = maxDash; Speed = savedSpeed; dashState = DashState.Cooldown; } break; case DashState.Cooldown: Debug.Log("Start dashstate cooldown"); dashTimer -= Time.deltaTime; if (dashTimer <= 0) { dashTimer = 0; dashState = DashState.Ready; } break; } //fire bullet when the spacebar is pressed if (Input.GetKeyDown("space") && Dir == Directions.Right) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); //instantiate the first bullet GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); //bullet01.transform.position = bulletPosition01.transform.position; //set the bullet initial postion bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.Left) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); //instantiate the first bullet GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); //bullet01.transform.position = bulletPosition01.transform.position; //set the bullet initial postion bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.Up) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.Down) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.UpRight) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.UpLeft) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.DownRight) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.DownLeft) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } // Controller Input if (Input.GetButtonDown("Fire1") && Dir == Directions.Right) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); //instantiate the first bullet GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); //bullet01.transform.position = bulletPosition01.transform.position; //set the bullet initial postion bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.Left) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); //instantiate the first bullet GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); //bullet01.transform.position = bulletPosition01.transform.position; //set the bullet initial postion bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.Up) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.Down) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.UpRight) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.UpLeft) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.DownRight) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.DownLeft) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } }
// Update is called once per frame void Update() { AmmoManager.AmmoCount(Ammo); Vector2 movement_vector = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (movement_vector != Vector2.zero) { anim.SetBool("iswalking", true); anim.SetFloat("input_x", movement_vector.x); anim.SetFloat("input_y", movement_vector.y); } else { anim.SetBool("iswalking", false); } rbody.MovePosition(rbody.position + movement_vector * Speed); if (movement_vector.x > 0) { Dir = Directions.Right; } else if (movement_vector.x < 0) { Dir = Directions.Left; } else if (movement_vector.y > 0) { Dir = Directions.Up; } else if (movement_vector.y < 0) { Dir = Directions.Down; } else if (movement_vector.y > 0 && movement_vector.x > 0) { Dir = Directions.UpRight; } else if (movement_vector.y > 0 && movement_vector.x < 0) { Dir = Directions.UpLeft; } else if (movement_vector.y < 0 && movement_vector.x < 0) { Dir = Directions.DownLeft; } else if (movement_vector.y < 0 && movement_vector.x > 0) { Dir = Directions.DownRight; } //fire bullet when the spacebar is pressed if (Input.GetKeyDown("space") && Dir == Directions.Right) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); //instantiate the first bullet GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); //bullet01.transform.position = bulletPosition01.transform.position; //set the bullet initial postion bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.Left) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); //instantiate the first bullet GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); //bullet01.transform.position = bulletPosition01.transform.position; //set the bullet initial postion bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.Up) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.Down) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.UpRight) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.UpLeft) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.DownRight) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetKeyDown("space") && Dir == Directions.DownLeft) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } // Controller Input if (Input.GetButtonDown("Fire1") && Dir == Directions.Right) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); //instantiate the first bullet GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); //bullet01.transform.position = bulletPosition01.transform.position; //set the bullet initial postion bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.Left) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); //instantiate the first bullet GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); //bullet01.transform.position = bulletPosition01.transform.position; //set the bullet initial postion bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.Up) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.Down) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.UpRight) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.UpLeft) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = 5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.DownRight) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = 5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } else if (Input.GetButtonDown("Fire1") && Dir == Directions.DownLeft) { if (Ammo > 0) { Audio.PlayOneShot(Shoot); GameObject bullet01 = (GameObject)Instantiate(PlayerBulletGO, transform.position, Quaternion.identity); bullet01.GetComponent <PlayerBullet> ().xspeed = -5.0f; bullet01.GetComponent <PlayerBullet> ().yspeed = -5.0f; Ammo = Ammo - 1; } else { Audio.PlayOneShot(NoAmmo); } } }