Пример #1
0
    void FixedUpdate()
    {
        #region [ ---- Game Start ---- ]

        //if (gameLoaded && fadeInTimer == null) {
        //	if (Input.anyKeyDown) {
        //		fadeInTimer = timeToFadeIn;
        //		audioSourceEffects.PlayOneShot(soundStartGame);
        //		audioSourceBackgroundMusic.clip = musicBackground;
        //		audioSourceBackgroundMusic.loop = true;
        //		audioSourceBackgroundMusic.Play();
        //		audioScript.Play(soundStarshipMotor, true);
        //		allowMovement = true;
        //		allowShooting = true;
        //	}
        //} else if (fadeInTimer != null && fadeInTimer > 0) {
        //	fadeInTimer -= Time.deltaTime;
        //	float fade = Mathf.Clamp01(1f - (float)fadeInTimer / timeToFadeIn);
        //	audioSourceBackgroundMusic.volume = fade;
        //	renderCameraMaterial.SetFloat("_Fade", fade);
        //}

        #endregion


        #region [ ---- Render To Main Camera ---- ]

        renderCameraMaterial.SetTexture("_SpaceTexture", spaceCameraTexture);
        renderCameraMaterial.SetTexture("_HUDTexture", hudCameraTexture);

        #endregion


        #region [ ---- Rotation ---- ]

        // Add HUD camera rotation
        transform.eulerAngles -= lastHudCameraRotation;
        transform.eulerAngles += hudCamera.transform.localEulerAngles;
        lastHudCameraRotation  = hudCamera.transform.localEulerAngles;

        // Mouse movement -> Rotation
        if (ruleRotating.IsAllowed)
        {
            yaw   = speedH * Mathf.Clamp(Input.GetAxis("Mouse X"), -4, 4);
            pitch = -speedV *Mathf.Clamp(Input.GetAxis("Mouse Y"), -4, 4);

            /*transform.Rotate(pitch, yaw, 0, Space.Self);*/

            rigidbody.AddTorque(transform.up * yaw * rotationSpeedMultiplier);
            rigidbody.AddTorque(-transform.right * pitch * rotationSpeedMultiplier);

            if (Input.GetKey(KeyCode.A))
            {
                rigidbody.AddTorque(transform.forward * 2.2f * rotationSpeedMultiplier);
            }
            else if (Input.GetKey(KeyCode.D))
            {
                rigidbody.AddTorque(-transform.forward * 2.2f * rotationSpeedMultiplier);
            }

            scriptNoiseTest.rotation = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, -transform.eulerAngles.z);
        }

        #endregion


        #region [ ---- Movement ---- ]
        if (ruleMovement.IsAllowed)
        {
            if (Input.GetAxis("Vertical") > 0)
            {
                if (Input.GetKey(KeyCode.LeftShift))
                {
                    movementType            = MovementType.HyperDrive;
                    rotationSpeedMultiplier = 0.25f;
                }
                else
                {
                    movementType = MovementType.Movement;
                }
            }
            else if (Input.GetAxis("Vertical") < 0)
            {
                movementType = MovementType.Brake;
            }
            else
            {
                movementType = MovementType.Base;
            }
            if (movementType != lastMovementType)
            {
                if (movementType == MovementType.HyperDrive)
                {
                    ruleShooting.DontAllow(RULE_REASON_HYPERDRIVE);
                    audioScript.Play(new List <AudioClip> {
                        soundStarshipTurboStart,
                        soundStarshipMotor
                    }, true);
                }
                else if (lastMovementType == MovementType.HyperDrive)
                {
                    ruleShooting.Allow(RULE_REASON_HYPERDRIVE);
                    rotationSpeedMultiplier = 1f;
                    audioSourceEffects.PlayOneShot(soundStarshipTurboStop);
                    audioScript.Play(new List <AudioClip> {
                        soundStarshipMotor
                    }, true);
                }
            }
            lastMovementType = movementType;

            switch (movementType)
            {
            case MovementType.Base:
                targetSpeed  = baseSpeed;
                acceleration = baseAcceleration;
                break;

            case MovementType.Movement:
                targetSpeed  = movementSpeed;
                acceleration = movementAcceleration;
                break;

            case MovementType.HyperDrive:
                targetSpeed  = turboSpeed;
                acceleration = turboAcceleration;
                break;
            }

            localVel = transform.InverseTransformDirection(rigidbody.velocity);

            // - Brake -
            if (movementType == MovementType.Brake && localVel.z > baseSpeed)
            {
                rigidbody.AddForce(-localVel.z * 2f * transform.forward.normalized);
            }
            // - Accelerate -
            else if (localVel.z < targetSpeed)
            {
                if (localVel.x > 0 || localVel.x < 0)
                {
                    rigidbody.AddForce(-localVel.x * 2f * transform.right.normalized);
                }
                if (localVel.y > 0 || localVel.y < 0)
                {
                    rigidbody.AddForce(-localVel.y * 2f * transform.up.normalized);
                }


                var force = acceleration * transform.forward.normalized;
                //+ Input.GetAxis("Horizontal") * movementSpeed * transform.right.normalized;

                rigidbody.AddForce(force);
            }

            if (localVel.z > targetSpeed)
            {
                if (movementType != MovementType.HyperDrive && targetSpeed < rigidbody.velocity.magnitude * 1.0526f)
                {
                    rigidbody.velocity = Vector3.ClampMagnitude(rigidbody.velocity, rigidbody.velocity.magnitude * (1f - 0.995f * Time.deltaTime));
                }
                else
                {
                    rigidbody.velocity = Vector3.ClampMagnitude(rigidbody.velocity, rigidbody.velocity.magnitude - localVel.z + targetSpeed);
                }
            }

            scriptNoiseTest.offset = new Vector3(rigidbody.position.x, rigidbody.position.y, -rigidbody.position.z) / 10f;            // * speedToOffsetMultiplier.Evaluate(localVel.magnitude);

            //localVel = transform.InverseTransformDirection(rigidbody.velocity);
        }

        #endregion


        #region [ ---- Shooting ---- ]

        if (ruleReloading.IsAllowed && laserLoadTimer > 0)
        {
            laserLoadTimer = Mathf.Max(0, laserLoadTimer - Time.deltaTime);
        }

        if (ruleShooting.IsAllowed && Input.GetMouseButton(0) && laserLoadTimer <= 0)
        {
            GameObject laser = Instantiate(this.laser, transform.position + transform.forward * 1f + transform.up * -1f, Quaternion.Euler(transform.forward));
            audioSourceEffects.PlayOneShot(shootLaserSound);
            laser.GetComponent <Rigidbody>().velocity = transform.forward * laserSpeed + rigidbody.velocity;
            laserLoadTimer = laserLoadTime;
        }

        #endregion


        #region [ ---- Shaking ---- ]

        isShaking = (localVel.magnitude > 100f);

        if (isShaking)
        {
            shakePos = new Vector3(
                Random.Range(-shakeIntensity, shakeIntensity),
                Random.Range(-shakeIntensity, shakeIntensity),
                0
                );
            shakePos = Vector3.Lerp(lastShakePos, shakePos, Time.deltaTime * 0.02f);
        }
        else
        {
            shakePos = Vector3.Lerp(lastShakePos, Vector3.zero, Time.deltaTime * 0.1f);
        }
        lastShakePos = shakePos;

        #endregion


        #region [ ---- Camera Field Of View / Texture Offset ---- ]

        // Zoom out in relation to speed
        //scriptNoiseTest.textureOffset = new Vector3(shakePos.x, shakePos.y, 0.1f);
        scriptNoiseTest.textureOffset = new Vector3(shakePos.x, shakePos.y, speedToTextureZOffset.Evaluate(localVel.magnitude));
        //camera.transform.localPosition = new Vector3(shakePos.x * 20, shakePos.y * 20, 0);
        //camera.fieldOfView = 70f;
        camera.fieldOfView = speedToFieldOfView.Evaluate(localVel.magnitude);
        //camera.fieldOfView = scriptNoiseTest.textureOffset.z / 0.15f * 60;

        #endregion


        #region [ ---- Volume ---- ]

        audioScript.audioSource.volume    = speedToVolume.Evaluate(localVel.magnitude);
        audioSourceBackgroundMusic.volume = speedToMusicVolume.Evaluate(localVel.magnitude);

        #endregion
    }