private void Update() { float pFuel = probe.GetFuel(); if (pFuel < 0) { pFuel = 0; } float ratio = pFuel / MaxFuel; CurrentProbeFuel.rectTransform.localScale = new Vector3(ratio, 1, 1); FuelPercentage.text = ((int)System.Math.Round((double)(ratio * 100))).ToString() + '%'; }
void FixedUpdate() { Cooldown -= Time.deltaTime; //decrement cooldown each FixedUpdate if (probe.GetFuelRounded() > 0 && Cooldown <= 0f) //only fire if fuel and cooldown allow { if (Input.GetKey(KeyCode.Space)) { GameObject newProjectile = Instantiate(projectile, transform.position, transform.rotation); newProjectile.GetComponent <ProjectileObject>().ParentSpeed = probe.GetCurrentSpeed(); probe.SetFuel(probe.GetFuel() - Random.Range(1f, 100f)); } Cooldown = CooldownTime; //enable cooldown on firing } }
private void Start() { probe = GameObject.FindGameObjectWithTag("Player").GetComponent <ProbeObject>(); StartFuel = probe.GetFuel(); MaxFuel = StartFuel; }
void FixedUpdate() { //purpose: conducts probe movement if certain key(s) are pressed if (probe.GetFuel() > 0) { if (Input.GetKey(KeyCode.LeftShift) & Input.GetKey(KeyCode.W)) //if both keys W and LShift are held { //apply additional force in direction of local Z axis rb.AddRelativeForce(0, 0, superSpeed * Time.deltaTime, ForceMode.Acceleration); //update fuel probe.SetFuel(probe.GetFuel() - superFuelRate); //enable engine effects lensflare.GetComponent <LensFlare>().brightness = 1f; particles.GetComponent <ParticleSystem>().Play(); } else if (Input.GetKey(KeyCode.S)) //if key S is held { if (previousSpeed > probe.GetCurrentSpeed()) //slow down whilst speed is decreasing { //slow down probe rb.AddRelativeForce(0, 0, -moveSpeed * Time.deltaTime, ForceMode.Acceleration); //update fuel probe.SetFuel(probe.GetFuel() - superFuelRate); //disable engine effects lensflare.GetComponent <LensFlare>().brightness = 0f; particles.GetComponent <ParticleSystem>().Stop(); } } else if (Input.GetKey(KeyCode.Q)) //if key Q is held { //bring probe to a stop rb.velocity = new Vector3(0, 0, 0); //disable engine effects lensflare.GetComponent <LensFlare>().brightness = 0f; particles.GetComponent <ParticleSystem>().Stop(); } else if (Input.GetKey(KeyCode.W)) //if key W is held { //apply force in positive direction of local Z axis rb.AddRelativeForce(0, 0, moveSpeed * Time.deltaTime, ForceMode.Acceleration); //update fuel probe.SetFuel(probe.GetFuel() - normalFuelRate); //enable engine effects lensflare.GetComponent <LensFlare>().brightness = 0.75f; particles.GetComponent <ParticleSystem>().Play(); } else { //disable all engine effects lensflare.GetComponent <LensFlare>().brightness = 0; particles.GetComponent <ParticleSystem>().Stop(); } } else { //disable all engine effects lensflare.GetComponent <LensFlare>().brightness = 0; particles.GetComponent <ParticleSystem>().Stop(); } //manage fuel tasks if (fuelcounter != null) { fuelcounter.GetComponent <Text>().text = "Fuel: " + probe.GetFuelRounded().ToString(); } //manage speed tasks if (speedometer != null) { speedometer.GetComponent <Text>().text = "Speed: " + probe.GetCurrentSpeed().ToString() + " KP/H"; } //store current speed to check in the next FixedUpdate call so that the script can ensure the slowdown function doesn't reverse the probe previousSpeed = probe.GetCurrentSpeed(); MoveCamera(); }