Пример #1
0
    // Update is called once per frame
    void Update()
    {
        fireDown1 = input.GetDown(input.fire1);
        fireDown2 = input.GetDown(input.fire2);
        fireUp1   = input.GetUp(input.fire1);
        fireUp2   = input.GetUp(input.fire2);

        released1 = fireUp1 && firing1 ? true : released1;
        released2 = fireUp2 && firing2 ? true : released2;

        if (fireDown1 && !(firing1 || firing2))
        {
            draw1();
        }
        else if (fireDown2 && !(firing1 || firing2))
        {
            draw2();
        }

        if (released1 && !bow.animation["Draw"].enabled)
        {
            release1();
        }
        else if (released2 && !bow.animation["Draw"].enabled)
        {
            release2();
        }
    }
Пример #2
0
 // Update is called once per frame
 void Update()
 {
     if (input.GetDown(input.fire2))
     {
         fire();
     }
 }
Пример #3
0
    // Update is called once per frame
    void Update()
    {
        animation["Down"].speed = attackSpeed;
        animation["Up"].speed   = attackSpeed;
        waiting = (animation["Down"].enabled || animation["Up"].enabled);
        if (input.GetDown(input.fire1))
        {
            swing();
        }

        swinging = animation["Down"].enabled;

        if (animation["Down"].time >= animation["Down"].length)
        {
            animation.Play("Up");
        }
    }
Пример #4
0
    // Update is called once per frame
    void Update()
    {
        if (input.GetDown(input.fire2))
        {
            if (animation["Up"].time < 0)
            {
                animation["Up"].time = 0;
            }
            animation["Up"].speed = 1;
        }
        else if (input.GetUp(input.fire2))
        {
            if (animation["Up"].time > animation["Up"].length)
            {
                animation["Up"].time = animation["Up"].length;
            }
            animation["Up"].speed = -1;
        }
        animation.Play("Up");

        if (animation["Up"].time >= animation["Up"].length)
        {
            wasDown = false;
            if (!wasUp)
            {
                wasUp = true;
                player.physicalResistance *= 2;
            }
        }
        else if (!wasDown)
        {
            wasUp   = false;
            wasDown = true;
            player.physicalResistance /= 2;
        }
    }
Пример #5
0
    // Update is called once per frame
    void Update()
    {
        if (input.GetDown(input.start))
        {
            pause();
        }

        knockbackSpeed += knockback.x;

        if (Time.deltaTime != 0)
        {
            if (controller.isGrounded)
            {
                moveVec.y = 0;
                if (input.GetState(input.right))
                {
                    moveSpeed += acceleration;
                }
                if (input.GetState(input.left))
                {
                    moveSpeed -= acceleration;
                }

                if (moveSpeed > drag || moveSpeed < -drag)
                {
                    moveSpeed -= moveSpeed * drag;
                }
                else
                {
                    moveSpeed = 0;
                }

                if (input.GetDown(input.jump))
                {
                    moveVec.y += jumpHeight;
                    if (moveSpeed != 0)
                    {
                        jumpBoost += jumpHeight / 5 * Mathf.Sign(moveSpeed);
                    }
                }

                if (knockbackSpeed > drag || knockbackSpeed < -drag)
                {
                    knockbackSpeed -= knockbackSpeed * drag;
                }
                else if (knockbackSpeed != 0)
                {
                    knockbackSpeed = 0;
                }

                if (jumpBoost > drag || jumpBoost < -drag)
                {
                    jumpBoost -= jumpBoost * drag;
                }
                else if (jumpBoost != 0)
                {
                    jumpBoost = 0;
                }
            }

            moveVec -= Vector3.up * gravity * Time.deltaTime;
            if (moveVec.y < terminalVelocity)
            {
                moveVec.y = terminalVelocity;
            }

            if (moveSpeed > maxSpeed)
            {
                moveSpeed = maxSpeed;
            }
            else if (moveSpeed < -maxSpeed)
            {
                moveSpeed = -maxSpeed;
            }

            moveVec.x  = moveSpeed + knockbackSpeed + jumpBoost;
            moveVec.y += knockback.y;
            knockback  = Vector3.zero;

            controller.Move(moveVec * Time.deltaTime);


            if (input.AimVector.x > transform.position.x)
            {
                transform.LookAt(transform.position + Vector3.right);
            }
            else
            {
                transform.LookAt(transform.position - Vector3.right);
            }
        }
    }
Пример #6
0
    protected void Update()
    {
        if (Screen.width != oldWidth)
        {
            initialized = true;
            if (InputController.PlayerCount == 1)
            {
                scale    = Scale;
                viewport = new Rect(0, 0, Screen.width, Screen.height);
            }
            else
            {
                scale = Scale / 2;
                switch (playerNumber)
                {
                case 1:
                    viewport = new Rect(0, 0, Screen.width / 2, Screen.height / 2);
                    break;

                case 2:
                    viewport = new Rect(Screen.width / 2, 0, Screen.width / 2, Screen.height / 2);
                    break;

                case 3:
                    viewport = new Rect(0, Screen.height / 2, Screen.width / 2, Screen.height / 2);
                    break;

                case 4:
                    viewport = new Rect(Screen.width / 2, Screen.height / 2, Screen.width / 2, Screen.height / 2);
                    break;
                }
            }
            oldWidth = Screen.width;
        }

        if (!InputController.controllerMode)
        {
            newPos    = Input.mousePosition;
            mouseMode = newPos != oldPos;
        }
        else
        {
            mouseMode = false;
        }

        if (input.GetDown(input.activate) || input.GetDown(input.fire1) || input.GetDown(input.jump))
        {
            select(selected);
        }

        if (input.GetDown(input.down) && selected < content.Length - 1 && !input.GetDown(input.activate))
        {
            selected++;
        }
        else if (input.GetDown(input.up) && selected > 0 && !input.GetDown(input.activate))
        {
            selected--;
        }
        if (mouseMode)
        {
            if (current != null)
            {
                for (int i = 0; i < elementRects.Length; i++)
                {
                    selected = elementRects[i].Contains(current.mousePosition) ? i : selected;
                }
            }
        }

        if (selected != selectedL)
        {
            content[selectedL] = baseTextures[selectedL];
            content[selected]  = activeTextures[selected];
            selectedL          = selected;
        }
        oldPos = Input.mousePosition;
    }