public override void PostUpdate() { FirstTransformation = GetTransformation(); PostUpdateKi(); PostUpdateOverload(); PostUpdateHandleTransformations(); UpdateNPCs(); PostUpdateTiles(); // neuters flight if the player gets immobilized. Note the lack of Katchin Feet buff. if (IsPlayerImmobilized() && isFlying) { isFlying = false; } List <IHandleOnPlayerPostUpdate> items = player.GetItemsByType <IHandleOnPlayerPostUpdate>(); for (int i = 0; i < items.Count; i++) { items[i].OnPlayerPostUpdate(this); } if (DBTWorld.DBTWorld.friezaShipTriggered && !NPC.AnyNPCs(mod.NPCType("FriezaShip"))) { CheckFriezaShipSpawn(); } HandleMouseOctantAndSyncTracking(); //HandleChargeEffects(); // flight system moved to PostUpdate so that it can benefit from not being client sided! FlightSystem.Update(player); }
void Start() { change_cam = GameObject.Find("changeacm").GetComponent <Button>(); change_cam.onClick.AddListener(change_cam_click); change_wpn = GameObject.Find("changewpn").GetComponent <Button>(); change_wpn.onClick.AddListener(change_wpn_click); gyroscope = GameObject.Find("gyroscope").GetComponent <Button>(); gyroscope.onClick.AddListener(gyroscope_click); simplecont = GameObject.Find("simplecont").GetComponent <Button>(); simplecont.onClick.AddListener(simplecont_click); flight = this.GetComponent <FlightSystem>(); View = (FlightView)GameObject.FindObjectOfType(typeof(FlightView)); // setting all Touch screen controller in the position controllerTouch = new TouchScreenVal(new Rect(0, 0, Screen.width / 2, Screen.height - 100)); fireTouch = new TouchScreenVal(new Rect(Screen.width / 2, 0, Screen.width / 2, Screen.height)); switchTouch = new TouchScreenVal(new Rect(0, Screen.height - 100, Screen.width / 2, 100)); sliceTouch = new TouchScreenVal(new Rect(0, 0, Screen.width / 2, 50)); if (flight) { directVelBack = flight.DirectVelocity; } }
void Start() { timetolockcount = Time.time; flight = this.GetComponent <FlightSystem> (); flight.AutoPilot = true; timestatetemp = 0; }
void Start () { timetolockcount = Time.time; flight = this.GetComponent<FlightSystem> (); flight.AutoPilot = true; timestatetemp = 0; }
void Start() { Pitch = 0.0f; Roll = 0.0f; Yaw = 0.0f; Throttle = 0.0f; plane = GetComponent <FlightSystem>(); }
void Awake () { if (!CockpitCamera){ if(this.transform.GetComponentInChildren (typeof(Camera))){ CockpitCamera = this.transform.GetComponentInChildren (typeof(Camera)).gameObject; } } flight = this.GetComponent<FlightSystem>(); }
void Awake() { if (!CockpitCamera) { if (this.transform.GetComponentInChildren(typeof(Camera))) { CockpitCamera = this.transform.GetComponentInChildren(typeof(Camera)).gameObject; } } flight = this.GetComponent <FlightSystem>(); }
public void TestName() { //testowanie nazwy FlightSystem testflightsystem = new FlightSystem(); Helper.SetIDAndAddToList(testflightsystem.Airports, new Airport("test", 1, 2)); Helper.SetIDAndAddToList(testflightsystem.Airports, new Airport("test1", 12, 24)); Helper.SetIDAndAddToList(testflightsystem.Airports, new Airport("test2", 13, 25)); var listids = testflightsystem.Airports.Select(x => x.Name).ToList(); string t = listids[1]; Assert.AreEqual(t, "test1"); }
public void TestCor2() { //testowanie dlugosci FlightSystem testflightsystem = new FlightSystem(); Helper.SetIDAndAddToList(testflightsystem.Airports, new Airport("test", 1, 2)); Helper.SetIDAndAddToList(testflightsystem.Airports, new Airport("test1", 12, 24)); Helper.SetIDAndAddToList(testflightsystem.Airports, new Airport("test2", 13, 25)); var listids = testflightsystem.Airports.Select(x => x.Coordinate).ToList(); GeoCoordinate t = new GeoCoordinate(); t.Longitude = listids[1].Longitude; Assert.AreEqual(t.Longitude, 24); }
public void TestId() //Testowanie jednostkowe tworzenia nowego Lotniska { //testowanie id FlightSystem testflightsystem = new FlightSystem(); Helper.SetIDAndAddToList(testflightsystem.Airports, new Airport("test", 1, 2)); Helper.SetIDAndAddToList(testflightsystem.Airports, new Airport("test1", 12, 24)); Helper.SetIDAndAddToList(testflightsystem.Airports, new Airport("test2", 13, 25)); var listids = testflightsystem.Airports.Select(x => x.Id).ToList(); int t = listids[1]; Assert.AreEqual(t, 1); }
void Start() { timetolockcount = Time.time; flight = this.GetComponent <FlightSystem> (); // get Flight System flight.AutoPilot = true; // set auto pilot to true will make this plane flying and looking to Target automatically timestatetemp = 0; if (!CenterOfBattle) { BattleCenter btcenter = (BattleCenter)GameObject.FindObjectOfType(typeof(BattleCenter)); if (btcenter != null) { CenterOfBattle = btcenter.gameObject.GetComponent <BattleCenter>(); } } }
// Use this for initialization void Start() { mainRot = Quaternion.identity; DistanceLock = 10000000; LimitedDistance = 1000.0f; BattleCenter = GameObject.FindGameObjectWithTag("BattleCenter"); VersionSight = 0.2f; //TimeToSelectTarget = 2.0f; AttackRate = 3.0f; TargetPosition = Vector3.zero; selfState = SelfState.Patrol; flight = GetComponent <FlightSystem>(); rigid = GetComponent <Rigidbody>(); }
void Start() { flight = this.GetComponent <FlightSystem>(); View = (FlightView)GameObject.FindObjectOfType(typeof(FlightView)); // setting all Touch screen controller in the position controllerTouch = new TouchScreenVal(new Rect(0, 0, Screen.width / 2, Screen.height - 100)); fireTouch = new TouchScreenVal(new Rect(Screen.width / 2, 0, Screen.width / 2, Screen.height)); switchTouch = new TouchScreenVal(new Rect(0, Screen.height - 100, Screen.width / 2, 100)); sliceTouch = new TouchScreenVal(new Rect(0, 0, Screen.width / 2, 50)); if (flight) { directVelBack = flight.DirectVelocity; } }
public FlightSystem flight; // core plane system void Awake() { if (CockpitCamera.Length <= 0) { if (this.transform.GetComponentsInChildren(typeof(Camera)).Length > 0) { var cams = this.transform.GetComponentsInChildren(typeof(Camera)); CockpitCamera = new Camera[cams.Length]; for (int i = 0; i < cams.Length; i++) { CockpitCamera [i] = cams [i].camera; } } } flight = this.GetComponent <FlightSystem> (); }
void Start() { flight = this.GetComponent <FlightSystem>(); View = (FlightView)GameObject.FindObjectOfType(typeof(FlightView)); // setting all Touch screen controller in the position controllerTouch = new TouchScreenVal(new Rect(0, 0, Screen.width / 2, Screen.height)); fireTouch = new TouchScreenVal(new Rect(Screen.width / 2, 0, Screen.width / 2, Screen.height)); switchTouch = new TouchScreenVal(new Rect(0, Screen.height - 100, Screen.width / 2, 100)); sliceTouch = new TouchScreenVal(new Rect(0, 0, Screen.width / 2, 50)); if (flight) { directVelBack = flight.DirectVelocity; } Acceleration = UIController.acceleration; AccelerationSensitivity = TiltSensativity.sensativity; GameObject.FindObjectOfType <VolumeController> ().Adjust(); }
public Tuple <float, Vector2> GetAuraRotationAndPosition(MyPlayer modPlayer) { // update handler to reorient the charge up aura after the aura offsets are defined. bool isPlayerMostlyStationary = Math.Abs(modPlayer.player.velocity.X) <= 6F && Math.Abs(modPlayer.player.velocity.Y) <= 6F; float rotation = 0f; Vector2 position = Vector2.Zero; float scale = GetAuraScale(modPlayer); int auraOffsetY = GetAuraOffsetY(modPlayer); if (modPlayer.IsFlying && !isPlayerMostlyStationary && !FlightSystem.IsPlayerUsingKiWeapon(modPlayer)) { // ever so slightly shift the aura down a tad. var forwardOffset = (int)Math.Floor(modPlayer.player.height * 0.75f); double rotationOffset = modPlayer.player.fullRotation <= 0f ? (float)Math.PI : -(float)Math.PI; rotation = (float)(modPlayer.player.fullRotation + rotationOffset); // using the angle of attack, construct the cartesian offsets of the aura based on the height of both things double widthRadius = modPlayer.player.width / 4; double heightRadius = modPlayer.player.height / 4; double auraWidthRadius = GetWidth() / 4; double auraHeightRadius = GetHeight() / 4; // for right now, I'm just doing this with some hard coding. When we get more aura work done // we can try to unify this code a bit. double widthOffset = auraWidthRadius - (widthRadius + auraOffsetY + forwardOffset); double heightOffset = auraHeightRadius - (heightRadius + auraOffsetY + forwardOffset); double cartesianOffsetX = widthOffset * Math.Cos(modPlayer.player.fullRotation); double cartesianOffsetY = heightOffset * Math.Sin(modPlayer.player.fullRotation); Vector2 cartesianOffset = modPlayer.player.Center + new Vector2((float)-cartesianOffsetY, (float)cartesianOffsetX); // offset the aura position = cartesianOffset; } else { position = modPlayer.player.Center + new Vector2(0f, auraOffsetY); rotation = 0f; } return(new Tuple <float, Vector2>(rotation, position)); }
void Awake() { systems = GetComponentsInChildren <ShipSystem> (); autoWeaponSystem = GetComponentInChildren <AutoWeaponSystem> (); flightSystem = GetComponentInChildren <FlightSystem> (); detectionSystem = GetComponentInChildren <DetectionSystem> (); cargoSystem = GetComponentInChildren <CargoSystem> (); tradeSystem = GetComponentInChildren <TradeSystem> (); if (flightSystem != null) { flightSystem.MyBody = GetComponent <Rigidbody> (); // Ужас! } if (detectionSystem != null && autoWeaponSystem != null) { autoWeaponSystem.SubscribeToDetectionSystem(detectionSystem); } if (tradeSystem != null && cargoSystem != null) { tradeSystem.SubscribeToCargoSystem(cargoSystem); } }
void Awake() { scale = 500f / Screen.width; flight = this.GetComponent <FlightSystem> (); }
void Start () { flight = this.GetComponent<FlightSystem>(); }
void Start() { flight = this.GetComponent <FlightSystem>(); }