Пример #1
0
    private void Update()
    {
        Vector2 input = _rigidBodyController.GetInput();

        Debug.Log("Horizontal: " + input.x);
        Debug.Log("Vertical: " + input.y);


        _animator.SetFloat("Horizontal", input.x);
        _animator.SetFloat("Vertical", input.y);

        if (_rigidBodyController.Running)
        {
            _animator.SetBool("IsRunning", true);
            //Debug.Log("RUNNING");
        }
        else
        {
            _animator.SetBool("IsRunning", false);
        }


        if (_rigidBodyController.GetButtonDown("Fire1"))
        {
            _shootingScript.Fire();
        }


        if (_rigidBodyController.GetButtonDown("Jump"))
        {
            Debug.Log("Jump");
        }
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        velocityX = Input.GetAxis("Horizontal");
        velocityY = Input.GetAxis("Vertical");

        anim.SetFloat("velocityX", velocityX);
        anim.SetFloat("velocityY", velocityY);

        if (Input.GetButton("Fire1"))
        {
            shoot.Fire();
        }
        if (Input.GetButtonDown("Fire2"))
        {
            if (GameManager.shieldCount > 0)
            {
                shield.ShieldUp();
            }
        }
        if (Input.GetKeyDown(KeyCode.Q))
        {
            if (GameManager.pillCount > 0)
            {
                gManager.ActiveSlowMo();
            }
        }
    }
Пример #3
0
    IEnumerator Attack()
    {
        yield return(new WaitForSeconds(startDelay));

        while (true)
        {
            shooting.Fire();

            yield return(new WaitForSeconds(delay));
        }
    }
Пример #4
0
    IEnumerator Behave()
    {
        /*
         * // XXX: Temporary entrance! Refactor later
         * rb.velocity = transform.up * 0.3f;
         * yield return new WaitForSeconds(4f);
         * rb.velocity = Vector2.zero;
         * yield return new WaitForSeconds(1f);
         * // ------------------------------
         */
        yield return(new WaitForSeconds(5f));

        while (true)
        {
            Move(true);

            for (float t = 0f; t < moveDuration; t += attackInterval)
            {
                shooting.Fire();
                yield return(new WaitForSeconds(Mathf.Min(moveDuration - t, attackInterval)));
            }

            yield return(new WaitForSeconds(waitTime));

            Move(true);

            float interval = moveDuration / 8f;
            for (float t = 0f; t < moveDuration; t += interval)
            {
                shooting.Fire();
                yield return(new WaitForSeconds(Mathf.Min(moveDuration - t, interval)));
            }

            yield return(new WaitForSeconds(waitTime));
        }
    }
Пример #5
0
    IEnumerator Behave()
    {
        while (true)
        {
            Rotate();

            int attacksPerCycle = (int)(cycleDuration / attackInterval);
            for (int i = 0; i < attacksPerCycle; i++)
            {
                shooting.Fire();
                yield return(new WaitForSeconds(attackInterval));
            }

            Invert();
        }
    }
Пример #6
0
    void Aim()
    { // http://wiki.unity3d.com/index.php?title=Calculating_Lead_For_Projectiles&_ga=2.235450625.1677248304.1577098127-707113775.1576845268
        target = rangeFinder.targets[0];
        // Debug.Log("Location Turret, Turret Base: " + turretBase.position + " " + this.gameObject.transform.position);
        //  Debug.Log("Location Target: " + target.gameObject.transform.position);

        // formula for leading turret Aim

        /*
         * float distance = Vector3.Distance(turretPos, targetPos);//distance in between in meters
         * float travelTime = distance/turretMuzzleVelocity;//time in seconds the shot would need to arrive at the target
         * Vector3 aimPoint = target.position +targetVelocity*travelTime;
         */

        Vector2 turretPosition                 = turretBase.gameObject.transform.position;
        Vector2 targetPosition                 = target.gameObject.transform.position;
        float   distance                       = Vector2.Distance(turretPosition, targetPosition);
        float   travelTime                     = distance / (shooting.bulletForce);
        Vector2 otherCalculatedVector          = targetPosition + target.gameObject.GetComponent <Rigidbody2D>().velocity *travelTime;
        Vector2 calculatedPosition             = targetPosition - turretPosition;
        Vector2 calculatedPositionWithVelocity = (targetPosition + (target.gameObject.GetComponent <Rigidbody2D>().velocity *angleOffset /* /(angleOffset + shooting.bulletForce*Time.deltaTime )*/)) - turretPosition;
        // use latter if these are same when not moving
        //    Debug.Log("Vectors manual subtaction: "+ calculatedPosition+ " Vectors from Distance()"+ Vector2.Distance(targetPosition,turretPosition));
        float   distanceFormulaAngle = AngleBetweenTwoVectors(calculatedPositionWithVelocity);
        float   targetAngle          = AngleBetweenTwoVectors(calculatedPosition);
        Vector2 interception         = SmartAim(); // minus to turretPosition
        float   interceptAngle       = AngleBetweenTwoVectors(interception - turretPosition);

        //  Debug.Log("Default Target Position: " + targetPosition+ "Intercepted Point: "+ interception);
        //   Debug.Log("Default Angle Computation: " + targetAngle+ "Intercepted Angle: "+ interceptAngle);
        //  float velocityAngle = AngleBetweenTwoVectors(target.GetComponent<Rigidbody2D>().magnitude);

        //   Debug.Log(" Target Angle: " + targetAngle + "\" Advanced Angle:  \""+ distanceFormulaAngle );

        //  Vector2 advancedPosition = SmartAim(target);
        // float advancedPositionAngle = AngleBetweenTwoVectors(advancedPosition);



        this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.Euler(0, 0, interceptAngle), turnSpeed * Time.deltaTime);
        shooting.Fire();
    }
Пример #7
0
    private void Awake()
    {
        playerMovementController = GetComponent <PlayerMovementController>();
        shooting = GetComponent <Shooting>();

        if (photonView.IsMine)
        {
            playerControlsUIInstance = Instantiate(playerControlsUI);

            playerControlsUIInstance.transform.Find("Fire Button Right").GetComponent <Button>().onClick.AddListener(() => shooting.Fire());
            playerControlsUIInstance.transform.Find("Fire Button Left").GetComponent <Button>().onClick.AddListener(() => shooting.Fire());
            playerControlsUIInstance.transform.Find("Info").GetComponent <TextMeshProUGUI>().text = "Player Alive: " + PhotonNetwork.CurrentRoom.PlayerCount.ToString();

            playerMovementController.joystick        = playerControlsUIInstance.transform.Find("Fixed Joystick").GetComponent <Joystick>();
            playerMovementController.fixedTouchField = playerControlsUIInstance.transform.Find("Rotation Touch Field").GetComponent <FixedTouchField>();


            fpsCamera.enabled = true;
        }
        else
        {
            fpsCamera.enabled = false;
            playerMovementController.enabled = false;
            GetComponent <RigidbodyFirstPersonController>().enabled = false;
        }
    }
Пример #8
0
    // Start is called before the first frame update
    void Start()
    {
        shooter  = GetComponent <Shooting>();
        animator = GetComponent <Animator>();
        playerMovementController = GetComponent <PlayerMovementController>();
        if (photonView.IsMine)
        {
            //Activate fps soldier,deactivate hands
            foreach (GameObject gameObject in FPS_Hands_ChildGameObject)
            {
                gameObject.SetActive(true);
            }
            foreach (GameObject gameObject in Soldier_ChildGameObject)
            {
                gameObject.SetActive(false);
            }

            //Instantiate PlayerUI
            GameObject playerUIGameObject = Instantiate(PlayerUIPrefab);
            playerMovementController.joyStick        = playerUIGameObject.transform.Find("Fixed Joystick").GetComponent <Joystick>();
            playerMovementController.fixedTouchField = playerUIGameObject.transform.Find("RotationTouchField").GetComponent <FixedTouchField>();

            playerUIGameObject.transform.Find("FireButton").GetComponent <Button>().onClick.AddListener(() => shooter.Fire());
            FPSCamera.enabled = true;
            animator.SetBool("IsSoldier", false);
        }
        else
        {
            //activate hands,deactivate soldier
            foreach (GameObject gameObject in FPS_Hands_ChildGameObject)
            {
                gameObject.SetActive(false);
            }
            foreach (GameObject gameObject in Soldier_ChildGameObject)
            {
                gameObject.SetActive(true);
            }

            playerMovementController.enabled = false;
            GetComponent <RigidbodyFirstPersonController>().enabled = false;
            FPSCamera.enabled = false;
            animator.SetBool("IsSoldier", true);
        }
    }
Пример #9
0
 // Update is called once per frame
 void Update()
 {
     _shoot.Fire();
 }
Пример #10
0
 void Attack(Vector2 direction)
 {
     Shooting.Fire(direction);
     StartCoroutine(Reload());
 }
Пример #11
0
 void Shoot()
 {
     shoot.Fire();
 }
Пример #12
0
 private void FixedUpdate()
 {
     _motor.Move(Speed);
     _shooting.Fire();
 }