/// <summary> /// Use for the keyboardMode /// </summary> private void InputManager() { // left, right float x = Input.GetAxisRaw("Horizontal"); // up, down float y = Input.GetAxisRaw("Vertical"); // move direction Vector2 direction = new Vector2(x, y).normalized; spaceship.Move(direction); //Color Switch if (Input.GetKeyUp(KeyCode.Space)) { currentColor = (currentColor == Spaceship.ColorType.firstColor) ? Spaceship.ColorType.secondColor : Spaceship.ColorType.firstColor; ColorSwitch(); } //Suicide if (Input.GetKeyUp(KeyCode.RightControl)) { Destruction(); } }
void Start() { spaceship = this.GetComponent <Spaceship>(); currentColor = Spaceship.ColorType.secondColor; spaceShipRenderer = gameObject.GetComponent <SpriteRenderer>(); playerBullet = spaceship.bullet; this.GetComponent <Animator>().SetBool("isAlive", isAlive); Respawn(); gameManager = GameObject.FindWithTag("GameManager").GetComponent <Manager>(); currentColor = Spaceship.ColorType.firstColor; ColorSwitch(); StartCoroutine(Shoot()); }
/// <summary> /// Switch between the player's colors, and corrected his position /// </summary> private void ColorManagement() { if (ColorDetection.yellowTuple.Item1 < -10000) { currentColor = Spaceship.ColorType.secondColor; ColorSwitch(); } else if (ColorDetection.blueTuple.Item1 < -10000) { currentColor = Spaceship.ColorType.firstColor; ColorSwitch(); } //Debug.Log("yellow : " + x + " - " + y); //resolution de la webcam : 620 x 460 //taille de la camera : 40 x 20 //ce sont les calcul pour cadrer les vaisseau dans la camera float x, y, posX, posY; switch (currentColor) { case Spaceship.ColorType.firstColor: x = ColorDetection.yellowTuple.Item1; y = ColorDetection.yellowTuple.Item2; posX = ((x - 310f) / 310.0f) * 3.5f; posY = (((y - 230) / 230.0f) * 2.6f) * -1.0f; gameObject.transform.position = new Vector3(posX, posY); break; case Spaceship.ColorType.secondColor: x = ColorDetection.blueTuple.Item1; y = ColorDetection.blueTuple.Item2; posX = ((x - 310f) / 310.0f) * 3.5f; posY = (((y - 230) / 230.0f) * 2.6f) * -1.0f; gameObject.transform.position = new Vector3(posX, posY); break; default: break; } }